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100 Hazards to Find in a Dungeon (PFRPG)

Game ID: GID0002375
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Description

Publisher Blurb:

Dungeons can be dangerous places, but it isn't just monsters, intelligent creatures and traps that make them dangerous. There can be a whole host of hazards that can affect characters, from environmental to disease to dangerous substances.

This supplement has 100 different hazards that could affect players. They are typically non-magical in nature and, whilst a few involve creatures, most do not. Many of the hazards are not hazardous at all, unless the characters tamper with them in some way.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

Puffball: A fungus puffball will fruit explosively if knocked. The spores are harmless but the force of the explosion is not. (If the puffball suffers any movement or damage, it explodes, causing 2d6 points of damage to all in a 10' radius, DC 10 Reflex save for half.)

Rags: A pile of bloodstained rags are dressings from a diseased creature. Examining them exposes anybody doing so to the same disease. (The disease is bubonic plague, see Appendix 1: Special Abilities of the Core Rulebook.)

River: A raging torrent of churning water cuts through the area. The speed and rocks within the river will make crossing it hazardous. (The river requires a DC 20 Swim check every round to cross. If they fail, see Swept Away in Aquatic Terrain in Chapter 13: Environment of the Core Rulebook.)

Rock Chute: A wooden chute full of rocks stretches from an opening in one wall to another on the opposite side. The rocks are tumbling down it with some force; creatures attempting to cross the chute can get hit and occasionally a rock will fly off. (Creatures attempting to cross the area will be subjected to 1d3+1 Atk +10 ranged, 1d6 points damage; those within 10' must roll 1d4 each round, and will be subjected to Atk +15 ranged, 1d4 points damage, on a 1.)

Rock Pile: A large pile of loose rocks stands on the floor. The pile is unstable and too much noise or vibration near it will cause it to collapse. (Any disturbance, such as combat, area-effect spellcasting or speaking above a normal tone will cause the pile to collapse. Creatures within 10' must make a DC 15 Reflex save or be hit by 1d4+1 boulders, each doing 1d3 points of damage.)

One page is the front cover, one page is the front matter, one page is ads and one page is the Open Game License.

The supplement is also available in a system-neutral version. You do not need both versions.

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