Random Traps Tables
The following traps provide a brief description followed by a suggestion on how the character(s) might evade or resist the trap once it has been sprung. Adjust DC and damage according to player character level.
Mechanical Traps – D12
Dart Trap: A tripwire or pressure plate causes darts to fire from small holes in the wall and/or ceiling. The darts inflict poison damage.
Spike Log Trap: A tripwire or pressure plate causes a spiked log to swing down (pendulum). The log does piercing and bludgeoning damage.
Spring Blade Trap: A tripwire or pressure plate causes one or more large blades to swipe outward from wall/floor/ceiling. The blades deal slashing damage.
Net Trap: A tripwire releases a counterweight mechanism, which pulls a concealed rope net up to ensnare victims, lifting them into the air.
Toxic Cloud Trap: A pressure plate releases a toxic vapor (20-50 foot spherical cloud). Creatures caught in the cloud for too long take poison damage.
Sleeping Gas Trap: A pressure plate releases a sleep-inducing gas (20-50 foot cloud).
Flame Trap: A pressure plate triggers one or more powerful flame jets concealed in the wall/floor/ceiling, dealing fire damage.
Incendiary Trap: A tripwire causes several ceramic jars of flammable liquid to fall and break, followed by a falling torch or candle that ignites the liquid, dealing fire damage.
Spike Pit Trap: A 5 to 10-foot square pit trap is concealed under a false floor. The pit is 10-20 feet deep with sharp wooden or metal spikes at the bottom that deal piercing damage.
Snake Pit Trap: A 5 to 10-foot square pit trap is concealed under a false floor. The pit is 10-20 feet deep and filled with venomous snakes that deal poison damage.
Pitfall Trap: A 5 to 10-foot square pit trap is concealed under a false floor or other mechanism. It drops 10-20 feet into a subterranean area that contains hostile creatures (e.g. giant rats or spiders). A tunnel in the subterranean pit leads to another area.
Magnet Trap: A pressure plate activates a large, powerful magnet in the ceiling, pulling any metal objects (weapons, armor, etc.) weighing less than 250 lb. toward it. The magnet can be deactivated by a hidden mechanism somewhere nearby.
Magic Traps - D12
Rune Portal Trap: When stepped on or over, an arcane rune carved into the floor opens a one-way portal that transports one character to another area. The rune can only be triggered once.
Nightmare Mirror Trap: A large enchanted mirror on the wall causes anyone that looks into it to see a horrific vision of their own death or a horribly corrupted version of themselves, dealing psychic damage.
Rug Trap: An enchanted rug sits on the floor, perhaps just inside the threshold of a door. Appears to be a normal rug. When stepped on, the rug envelopes one victim, attempting to smother them.
Force Glyph Trap: A glyph on the wall or floor triggers, releasing a blast of force that flings the victim 10-20 feet.
Thunder Glyph Trap: A magical glyph triggers a spell that deal thunder/electrical damage.
Acid Glyph Trap: A magical glyph triggers a spell that releases multiple acid arrows.
Infestation Glyph Trap: A magical glyph triggers a spell that releases magic insects.
Gravity Glyph Trap: A magical glyph triggers a gravity reversing spell. There is also a panel of spikes on the ceiling (optional).
Statue Trap: A stone statue depicting an animal, humanoid, or gargoyle transforms into a hostile construct and attacks if approached. The construct cannot be charmed, frightened, paralyzed, petrified, or poisoned.
Rotten Feast Trap: A room appears to be laid our with a kingly feast. A long wooden table is set out with delicious foods, desserts, wine, and ale. Numerous candles provide light. Comfortable chairs offer respite. The food and drink looks and smells real, but is an illusion. Characters may pick up and eat the food and drink the wine and ale. However, the food is actually rotten and the drinks spoiled. A character that eats or drinks will not immediately become aware of this. After several minutes, the illusion ends. Any character that consumed the food or drink suffers poison damage and/or psychic damage.
Treasure Room Trap: A grand treasure room full of gold, gems, and valuables is an illusion. Entering the room and touching any treasure causes the illusion to disappear and the door(s) to magically shut and lock. The room then begins to fill with water or poison gas. To escape, players must pick the lock or break through the door.
Abyssal Mirrors Trap: Large oval-shaped mirrors mounted on the wall suddenly turn black. The room or hallway also becomes very dark. Seconds later, inky black tentacles reach out of the mirrors. The tentacles attempt to grapple characters and pull them into a portal to the abyss.