100 Hazards to Find in a Dungeon (C&C)

100 Hazards to Find in a Dungeon (C&C)

100 Hazards to Find in a Dungeon (C&C)Dungeons can be dangerous places and not just because of the monsters, intelligent creatures and traps. There can be mundane hazards that could prove just as dangerous.

This supplement has 100 different hazards that can be used by a GameMaster to enliven an otherwise sparse dungeon area. Some may be inconvenient; some potentially deadly.

To use the list, either roll d100 for a random result or select appropriate ones manually.

Here are some sample results:

91. Trapdoor: A wooden trapdoor in the floor has fixings that have rusted through and will collapse if stepped on. (Even a small creature will break the trapdoor; CL 3 Dexterity save to avoid falling through the hole. Anything weighing less than a small creature will simply cause some worrying cracking sounds.)

92. Tremors: The area is regularly hit by earth tremors, which can knock creatures off their feet and potentially open cracks in the floor or cause the ceiling to collapse. (Roll 1d6 every round; a tremor will hit on 1-2. During a tremor, a creature must make a CL 3 Dexterity save or fall prone. Each time a tremor happens, roll 1d10; on a 1 a cave-in occurs. All within the area will be hit by falling debris for 4d6 hp of damage, a CL 4 Dexterity save for half.)

93. Trunks: Large trunks of woods with 4’ long wooden spikes jutting from them are leaning against a wall. The trunks are not dangerous, unless they are touched, in which case they can fall on those nearby. (If a trunk is touched, all creatures near them must make a CL 5 Dexterity save or be hit by trunks causing 2d6+3 points of damage. Any creature taking more than 10 points of damage will be knocked prone and pinned by the trunks. A CL 8 Strength check, which can be assisted by others, will be needed to get out from under the trunks.)

Released: 26th August 2023 Pages: 14

PDF ($1.49): DriveThruRPG

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