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726 entries

Dungeon Trap Generator

Traps found in dungeons, tombs, and ruins

d726726 entries

A look inside this table

1A pressure plate that triggers a volley of darts from the walls
2A loose flagstone that releases a burst of scalding steam from vents below
3A slightly raised tile that, when stepped on, causes a massive stone block to drop from the ceiling
4A pressure plate connected to a crossbow mechanism hidden behind a carved relief
5A weighted floor tile that opens a trapdoor directly beneath it
6A stone slab that, when depressed, causes the corridor behind to seal with an iron portcullis
7A pressure plate near a doorway that triggers a swinging log from overhead
8A flagstone that activates a jet of alchemical fire from the walls

Questions about this table

How do I make traps feel fair rather than punishing?

Every trap should have a tell - a scuff mark, a slightly different floor tile, a suspicious absence of dust. Players who declare they're being cautious should have a reasonable chance to notice something is wrong.

Should traps be lethal?

Traps that can kill outright work in high-lethality settings. For most campaigns, traps that deal significant damage and create a secondary complication (alarm, locked door, flooding room) are more interesting than instant death.

Can traps be disarmed and reused by players?

That depends on the mechanism and the rules you use. The entries do not assign disarm difficulty, required tools, or portability.

Keep the tables you trust close to the campaign

These built-in tables work here without an account. In a campaign, you can search and roll the same library, mark Quick Roll favourites, or add a built-in table to My Tables as an editable copy. Public rolls do not transfer automatically.