Random Happenings in Undermountain (d12)

d12 Result

1

Pit Trap

2

Nadrun's Magic Doors

3

Dungeon Dressing - Sounds

4

Dungeon Dressing - Smells

5

Dungeon Dressing - Things

6

Snares and Lures

7

Smash Trap

8

Mechanical Trap

Combining Traps: Obviously, any number of these traps can be combined with some of the others, creating a deadly gauntlet trap with numerous dangers threatening simultaneously. To make things easier on the adventurers, link all the combined traps to one or two triggers to allow thieves to detect the traps with some amount of fairness. Examples of combination traps include: A closing walls trap that causes the floor to rise toward the multiple swinging pendulum blades closer to the ceiling; A tilting floor trap that combines a few trip wires along its length to prepare a dangerous room at the bottom; or a falling door trap, combined with a false floor trap, that causes characters to disappear beneath its weight and be dropped somewhere else within the dungeons!

9

Magical Trap

Magical traps, by and large, are placed in doorways and in places where protection is needed (like vaults and laboratories). Most magical traps within Undermountain can be bypassed by uttering a password or phrase that prevents a spell from being activated. However, adventurers rarely learn these words, and are most often the reason for the placing of such magics. Once activated, magical traps are disarmed until reset by their creator (unless noted otherwise below).

10

Dungeon Illusions

Many corridors and chambers within Undermountain are filled with a series of ‘programmed’ illusions to bedevil and frighten intruders. These spells can harm creatures who believe the illusions are real; consult the section on illusions in the DUNGEON MASTER GUIDE for more information. These spells are activated when a predetermined action takes place, such as opening a door, entering a corridor, picking up a piece of treasure, etc. These illusions are rarely, if ever, linked to obvious triggers like trip wires and pressure plates. PCs who wish to or have reason to disbelieve the illusions are allowed a Wisdom check; success lets them see through the illusion.

11

Treasure I

12

Treasure II