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Traps & Hazards · 726 entries

Dungeon Trap Generator

Traps found in dungeons, tombs, and ruins

d726

Roll Dungeon Traps

One result from all 726 entries.

Inside this table

A sample of 8 entries.

The roller chooses from the complete library.

  1. 01A pressure plate that triggers a volley of darts from the walls
  2. 02A loose flagstone that releases a burst of scalding steam from vents below
  3. 03A slightly raised tile that, when stepped on, causes a massive stone block to drop from the ceiling
  4. 04A pressure plate connected to a crossbow mechanism hidden behind a carved relief
  5. 05A weighted floor tile that opens a trapdoor directly beneath it
  6. 06A stone slab that, when depressed, causes the corridor behind to seal with an iron portcullis
  7. 07A pressure plate near a doorway that triggers a swinging log from overhead
  8. 08A flagstone that activates a jet of alchemical fire from the walls

Dungeon Traps FAQ

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.

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