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50

Environnemental
Hazards
for dungeons

- Encounters -

Metal Turtle Games


Erik Musick (Order #37175146)
1. A pool of flammable liquid 9. A slippery mud slope, easy to
leaking from nearby barrels. climb down but getting harder to
They will explode if the liquid climb up at each (failed) attempt.
catches fire.
10. A muddy area where footprints
2. The ceiling is unstable because of are easily seen. When leaving it,
a recent earthquake which shoes are so dirty, they will leave
damaged the structure of the a clear track for a good amount of
dungeon. time.

3. A lot of potions (in a crate or an 11. Old wooden stairs with rotten
alchemy table) at risk of breaking and/or missing steps because of
and mixing their content, which the growth and hunger of an
can’t be good. aggressive fungus.

4. The floorboards are rotten and 12. A tunnel filled with methane,
will make the adventurers fall on coming from the decomposition
the floor below if they’re not of bodies, exploding at the
cautious. smallest spark.

5. The ground is covered in slippery 13. A corridor leading to a lower area


moss due to the humidity in this is flooded due to strong rainfalls
part of the dungeon. and the lack of a proper water
evacuation.
6. A hornet’s nest located in a
passageway. If disturbed, its 14. Weakened floor which will
inhabitants will go after the crumble under the weight of
unfortunate, stinging them and more than one person or a
risking an anaphylactic shock. overburdened one.

7. This part of the dungeon has 15. An door/window leading to the


vines running on the floor and exterior which, when opened,
covering a hole located above a lets in a breeze which slams
violent water stream. another door, alerting the
monsters.
8. Low hanging branches or vines,
making it difficult to progress. 16. A cloud of toxic spores released
They also can take adventurers by when stepping on moss or fungi
surprise and make them fall when covering the ground.
running away.

2/4

Erik Musick (Order #37175146)


17. A flooded room behind a closed 26. The gravity here is strange and
door since an accident with the not directed to the ground but to
“aquarium”. a black enchanted sphere.

18. A corridor is blocked by a dozen 27. A dense fog coming from lower
centimeters of water covered in levels of the dungeon through
manufactured fire. aeration ducts.

19. Air saturated with chocking dust 28. At regular intervals, burning
or smoke coming from an old but steam comes out of hot metallic
still working coal powered pipes running all over the place.
contraption.
29. Acidic dripping from the roof,
20. A foul nauseating smell possibly leaking from the body of
emanating from a pile of rotting a dead monster.
human bodies where maggots
30. A dark room impossible to light,
swarm.
because of a permanent spell cast
21. The volcanic nature of the area by the ancient owners of the
induce tremors, making it hard to place.
keep balance at times.
31. The collapsed ground reveals a
22. A loud sound coming from dangerous pit, leaving a small
another room making it ledge as the only way to progress.
impossible to talk or hear
32. Slippery stairs, because of the
anything else.
amount of soap which was used
23. Every sound made in this room the last time they were washed.
are amplified by echo, making it
33. Jelly floor; it’s really bouncy and
impossible to be stealthy.
it’s easy to knock your head on
24. Strong gushes of wind make it the ceiling if you are not careful.
physically hard to progress. Also,
34. The roof is covered in stalactites
light items should be hold on
which will fall in case of a fight or
tight for them not to be swept
any loud activity.
away.
35. A lot of worthless items are piled
25. The room and its content are
here. Stacks are unstable and look
charged with static electricity. It
like they could crumble anytime.
will cause adventurers to get
static discharges for a short time.

3/4

Erik Musick (Order #37175146)


36. A triggered and now stuck spike 46. Vines dropping from the ceiling
trap, making it difficult to which leaves are irritating in
navigate the room. contact with the skin.

37. This place is extremely hot/cold 47. A rotten rope looks like it can be
and adventurers should act used to easily cross an obstacle
accordingly and wear appropriate but it’s also likely to break.
clothes.
48. An avalanche/a scree has
38. A leak of natural gas, coming condemned this hall until
from a gas pocket in the ground, someone clears a path.
makes people a bit too euphoric.
49. A room cut in two by a frozen
39. A cursed area giving nightmares river with dangerously thin ice.
and making it impossible to rest. Some carnivorous fishes sleep
under it.
40. Sticky and hard to cut spider
webs placed in a strategic place to 50. A localised sandstorm rages all
capture a lot of preys. over the room, projecting sharp
rocks and hiding whatever lies at
41. Hot geysers erupt here at more or
its center.
less regular intervals, inflicting
burns to whoever in their path.

42. Shards of broken glass covering


the ground after the chandelier
lighting the room crashed on the
ground.

43. A giant magnet is hanged at the


top of the room, attracting all
metal items to it, unless
adventurers cling on them.

44. Mana absorbing crystals are


nested in little alcoves all around
this room, rendering spells
ineffective here.

45. Overgrown bushes with giant


thorns grow all over the place. It’s
really likely to get tetanus from it.

4/4

Erik Musick (Order #37175146)

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