Dungeon Master's Guide 5E

(Nancy Kaufman) #1
d20 Obstacle

2

4-8
9-12

13-14

15

16

17

18

19

Antilife aura ."c" a r,;o usof1d1 0 x 10ft.; while in
the aura, li ·ng crea-Jres can't regain hit points
Battering winos re uce speed by half, impose
disadvantage on range d attack rolls
Blade barrier b locks oassage
Cave-in
Chasm 1d4 x 10. vide and 2d6 x 10ft. deep,
possibly connec ed to other levels of the dungeon
Flooding leaves 2d 10 ft. of water in the area; create
nearby upward-slopin g passages, raised floors, or
rising stairs to contain the water
Lava flows through the area (50 percent chance of
a stone bridge c rossing it)
O vergrown mushrooms block progress and must
be hacked down (25 percent chance of a mold or
fungus dungeon hazard hidden among them)
Poisonous gas (deals 1d6 poison damage per
minute of e xposure)
Reverse gravity effect causes creatures to fall toward
the ceiling
Wall of fire blocks passage
20 Wall of force blocks passage

RANDOM TRAPS
If you need a trap quickly or want to drop random
traps into a dungeon , use the sample traps presented
in chapter 5, "Adventure Environments" or the tables
below. If you use the tables, start with the Trap Effects
and Trap Trigger tables to decide the type of trap,
then use th e Trap Damage S everity tables to decide
how deadly it should be. For more information on trap
damage severity, see chapter 5.

TRAP TRIGGER
d6 Trigger
Stepped on (floor, stairs)
2 Moved through (doorway, hallway)
3 Touched (doorknob, statue)
4 Opened (door, treasure chest)
5 Looked at (mural, arcane symbol)
6 Moved (cart, stone block)

TRAP DAMAGE SEVERITY


d6 Damage Severity
1- 2 Setback
3-5 Dangerous
6 Deadly

TRAP EFFECTS
dlOO
01-04
05-07

08-10
11-12
,13-14
1 5-16
17 - 19
20-23
24-27
28-30
31-33
34-36

37-39
40-43
44-46
47-49
50-52
53-56
57 - 59

60-62

63-67

68-70
71-73
74-77
78-81
82-84
85-88
89-9 1
92-94
95-97
98-00

Effect
Magic missiles shoot from a statue or object
Collapsing staircase creates a ramp that deposits
characters into a pit at its lower end
Ceiling block falls, or entire ceiling collapses
Ceiling lowers slowly in locked room
Chute opens in floor
Clanging noise attracts nearby monsters
Touching an object triggers a disintegrate spell
Door or other object is coated with contact poison
Fire shoots out from wall, floor, or object
Touching an object triggers a flesh to stone spell
Floor collapses or is an illusion
Vent releases gas: blinding, acidic, obscuring,
paralyzing, poisonous, or sleep-inducing
Floor tiles are electrified
Glyph of warding
Huge wheeled statue rolls down corridor
Lightning bolt shoots from wall or object
Locked room floods with water or acid
Darts shoot out of an opened chest
A weapon, suit of armor, or rug animates and
attacks when touched (see "Animated Objects" in
the Monster Manual)
Pendulum, either bladed or weighted as a maul,
swings across the room or hall
Hidden pit opens beneath characters (25 percent
chance that a black pudding or gelatinous cube
fills the bottom of the pit)
Hidden pit floods with acid or fire
Locking pit floods with water
Scything blade emerges from wall or object
Spears (possibly poisoned) spring out
Brittle stairs collapse over spikes
Thunderwave knocks characters into a pit or spikes
Steel or stone jaws restrain a character
Stone block smashes across hallway
Symbol
Walls slide together

RANDOM TRICKS
Tricks are quirkier and less deadly than traps. Some
are effects left behind by the dungeon's creators, while
others might be manifestations of the strange magical
e nergy suffusing the dungeon.
The following tables allow you to generate random
tricks. Roll first to determine an object that the trick
is placed on, then roll to determine the nature of the
trick. Some tricks are permane nt effects that can't be
dispelled; others are temporary or can be neutralized
with a dispel magic spell. You decide which is which.

APPENDIX A I RANDOM DUNGEONS

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