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Traps & Treachery

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0% found this document useful (0 votes)
117 views2 pages

Traps & Treachery

Uploaded by

tiracapelo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Traps & Treachery

If I just cut this wire... (d20)

1 An iron gate blocks the way forward, and the lever to open the gate is beyond it. There is a small passageway that only
the smallest party members can navigate. Once on the other side, they will immediately be attacked by an unseen
enemy with intent on separating the party.

2 A narrow path skirts a gaping pit. Eagle-eyed observers may notice that the wall beyond the pit is pock-marked with
indentations. Stuck to it in places are various chunks of metal. At random intervals, the wall becomes magnetized and
attracts any metal items--or anyone carrying them.

3 A long corridor is flooded with opaque muck. Below are strong eels who will attempt to pull their prey through small
tunnels in the walls. If the prey is too large, say, human sized, they may not be able to fit. But that won't stop the beasts
from trying.

4 Upon entering a corridor with a locked door at the opposite end, a metal ball begins rolling down an intricate
contraption set into the wall. The ball should roll down a complex set of ramps and chutes, however it is broken and in
need of minor adjustments. If the ball successfully reaches the end of its path, it will trigger the release of a massive
stone ball from the ceiling that will roll through the narrow corridor.

5 Razor-tipped spikes extend and retract from the wall of a long hallway. They do so in a regular rhythm at a very fast
tempo--much too quickly to safely traverse the room unless extremely dextrous. Their speed can be reduced by
tapping out a slower rhythm on a dully glowing orb set into the wall.

6 A winding, narrow, and dark passage is filled with explosive odorless gas. The passage is impossibly dark, even to
those with lowlight vision. It is possible to feel one's way along the passage safely. But lighting any fire or torch will
trigger an explosion.

7 A series of paintings adorn the walls of a chamber. Each is of a pastoral landscape with terrified looking occupants.
Anyone who touches the surface of the painting will be trapped inside of the landscape.

8 An overgrown plant nursery contains carnivorous flora that will greedily devour all plant material. Spiky tendrils
extend to consume natural worn fibers, wooden tools, and weapons. They do not harm animal life or animal products.

9 A modestly sized, cubic chamber. Heavy iron and wood furniture is pressed against one wall. The room is enchanted
such that any time a direction is spoken aloud--up, down, across, etc--all of the items in the room will immediately fall
in that direction.

10 A series of 10 doors, laid out like two hands. Only one door leads forward. Each door can only be opened by inserting a
finger into a bloody hole near the latch. The finger is immediately severed. Wise adventurers may think to use the
finger of a corpse. Or a friend.

11 The floor of a long corridor is made of metal grating. The grating is extremely slippery, and will cause most
adventurers to fall. Upon doing so, they may drop a random item and have it slip through the grate into a dark room
far below.

12 Glistening gold and shimmering jewels shine from the bottom of a deep murky pool. Only the extremely astute or
foolhardy will discover that these are reflections from the eyes and scales of razor-toothed, man-eating eels.

GLUMDARK - RANDOM TABLES OF THE MACABRE AND MUNDANE


13 Explorers are dropped into a room at the center of a maze of mirrors. The closer they get to the real exit, the hotter it
becomes. The mirrors begin to fog up and occupants start taking damage. The nearer any explorer is to the false exit
at the opposite end of the maze, the colder it gets. At the false exit is a doorway. Crossing this threshold teleports
adventurers back to the center of the maze.

14 A detailed maze is set upon a table in the center of a small chamber. At the center of the maze is a lockbox containing a
powerful artifact. If the lockbox is touched, occupants of the room are magically shrunk and deposited into the maze.
They must escape the maze and leave the room before they can return to their true size.

15 A jewelry box containing precious rubies and gems. If the trap is not disabled, the box will enclose itself upon the hand
of the thief. It cannot be removed without crippling the hand. Will disengage after 24 hours.

16 Once entering a chamber, the door slams shut behind and the walls begin closing in upon the occupants. There is a
button on the wall behind a pane of glass. If the button is pressed, the floor drops out to a spike pit below. If the
button is not pressed, the walls will stop before crushing any occupants and the door will reopen.

17 The smell of delicious baked goods is overwhelming. It leads to a single pastry sitting atop a pedestal. The sticky bun is
so impossibly sticky that it can not be removed from the pedestal, or your hands, or anything it touches. Eating the
bun will restore use of your hands, but leave you feeling extremely sick for a day or two.

18 An extremely comfortable-looking chair. It beckons any who gaze upon it. Those enthralled by its call to comfort will
recognize any effort to deter them as jealousy and will fight to sit down. Once sitting, they will be put to sleep as the
chair begins devouring their soul.

19 An interior chamber with a floor covered in several inches of loamy earth. A persistent buzzing is audible, though the
source is unseen. The room is safely traversable, but the floor beneath the dirt will electrocute anyone who makes
contact with it.

20 The path ahead splits into two parallel corridors. One is clear while the other is filled with corpses cut through the
center. The corpse-filled hallway is disgusting but safe. The clear hallway slices adventurers in half and pushes their
corpses into the parallel corridor.

GLUMDARK - RANDOM TABLES OF THE MACABRE AND MUNDANE

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