Random Obstacles Tables for DnD
Adding occasional obstacles with skill checks to pass safely is a good way to challenge your players and add variety to the campaign.
Random Obstacles Table (Indoor) – D10
The path ahead is blocked by a collapsed tunnel or ceiling (likely requiring new route).
The path ahead is hindered by loose rubble (dexterity check to navigate).
The path ahead is obscured by smoke (survival check to navigate).
The path ahead is hindered by old spider webs (proceeding will result in spider encounter… or maybe not).
An old, narrow stone stairway leads down into darkness and the steps are slick with water dripping from above (dexterity check to navigate).
The path ahead is blocked by a locked door or gate.
The path ahead is a dead end (but is actually a false wall that can be moved by triggering a hidden switch).
The path ahead is blocked by a magical forcefield or teleportation circle that sends party to another location.
A nauseating yellow miasma emerges from the ground around the party and begins to get worse quickly (causes poisoning followed eventually by paralysis).
Inexplicably, the party seems to have moved in a circle and/or returned to a previous location without realizing it…
Random Obstacles Table (Outdoor) – D10
The path ahead is blocked by an old, partially collapsed bridge over a swift-moving river (dexterity check to cross safely).
The path ahead is hindered by brambles and overgrowth (dexterity check).
The path ahead is obscured by thick fog or mist (survival check).
The path ahead becomes difficult to follow in the dense overgrowth without losing the trail (survival check).
The path ahead leads to a very steep descent/ascent (high risk of falling).
The path ahead traverses alongside a steep rocky outcropping with a significant drop on one side (risk of dangerous fall).
A twelve-foot section of the path ahead has fallen away during a landslide (mountain or canyon area with exposure and fall risk).
The wet terrain ahead grows increasingly difficult to traverse as the mud becomes thicker (swamp / wetland area with potential to become stuck).
The path ahead leads to a wide, swift-moving river with no bridge in site (potentially dangerous river crossing).
Inexplicably, the party seems to have moved in a circle and/or returned to a previous location without realizing it…