100 Hazards to Find in a Dungeon

100 Hazards to Find in a DungeonDungeons 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.

The supplement also comes in a version for the Pathfinder Roleplaying Game. You do not need both versions.

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

Here are some sample results:

86. Stream: A frozen stream cuts across the area. The ice is thin and will break if trodden on; underneath, the stream is deep enough and creatures may get swept away.

87. Stream: The floor of this chamber looks sound but its footings have been eroded by a swift-moving stream below. Parts of the floor will collapse when trodden on, potentially dumping creatures into the stream and sweeping them away.

88. Tar: The floor is covered in a thick layer of black tar. Not only is it sticky, making progress more difficult, it is also flammable and exposure to naked flame may cause the tar to ignite.

Released: 25th July 2020 Pages: 8

PDF ($1.49): DriveThruRPG

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