Main - Dungeon Danger (1d40)

1d40 Result

1

Local population or devices overly friendly and inquisitive, won’t leave outsiders alone.

2

Lack of air and many choking and crushing spaces.

3

Everything at location several sizes too big.

4

Fools good, counterfeits and worthless copies of valuables are boundless at location.  

5

Thundering geysers and torrents of water.

6

Location has become overgrown with some deadly vegetative or mineral pest.

7

Traps that expulse volumes of destructive material.

8

Location is lost to monsters.

9

Location is incredibly deep beneath the earth.

10

Entire location is a n obscene deathtrap, a torturer’s wet dream.

11

Security is incredibly well ordered and regimented.

12

Ethereal and otherworldly guards, ghosts, golems or summoned beings.

13

Trap doors and invisible walls.

14

Location is a constant test for the mind.

15

An extreme climate of heat or cold

16

Infected with hordes of wild beasts.  

17

A real and well document curse is enacted on those who enter location.

18

Location is so large, disorganised and labyrinthine their exists the possibility of becoming lost there forever

19

Churning and out of control machines pose a constant threat for unwary intruders.

20

Zealous, nigh suicidal guards.

21

An abundance of light, nowhere to hide.

22

Deadly heights and billowing gusts.

23

Location is either made of, or permeated with, a substance that makes impinges on ambulation.

24

Parasites skulk at location, waiting for fresh hosts.

25

Location is flooded.

26

Location and inhabitants  are too beautiful, innocent, or otherwise lovely to harm or aggress.  

27

Traps that grasp, pull, claw and entomb.

28

Location is incredibly seductive. Visitors never want to leave.

29

Some reality fissure  is allowing horrors from the lower depth to seep into location.

30

Utter and total darkness afflicts location.

31

Location induces interlopers into a state of passive and stupor-like calm.

32

Location is travelling or otherwise in constant movement.  

33

Everything at location regrows and is replaced instantaneously, nigh impossible to kill or destroy.

34

Likeness of intruders is captured and recorded, either for future punishment or the creation of dopplegangers.

35

Location is prison like, easy to enter, impossible to leave. Inhabitants or suitably mad or aggressive.  

36

Latent and corrupting residual radiation. Causes mutations.

37

Inhabitants of location always know when they will be visited. They see everything.  

38

Location is near collapse. Architecture itself is deadly.

39

Something very old, very powerful and very alien inhabits location.

40

A lingering and deadly contagion wafts through location.