The Pits (Other)

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The following chart allows you to randomly generate pit traps of all flavors, from the annoying to the fatal, from the simple to the devilish. Have fun! <-Feel free to add on pit traps of your own design!->

d20 Basic Pit Class
1-10 Simple pit.
11-13 Concealed pit. DC 15 to notice.
14-15 Cleverly concealed pit. DC 20 to notice.
16-18 Concealed and locked pit. DC 15 to notice or unlock, DC 20 to pry open.
19-20 Cleverly concealed and locked pit. DC 20 to notice or pry open, DC 15 to unlock.
d20 Pit Depth
1-5 10 feet.
6-10 20 feet.
11-12 30 feet.
13-14 40 feet.
15-16 50 feet.
17-18 60 feet.
19 (1d10+5)x10 feet.
20 (1d10+10)x10 feet.

100 Pits[edit]

  1. Nothing special. Yup, just a bog standard pit. No tricks.
  2. The pit is full of spikes! A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage.
  3. The pit is full of water! A creature falling into the pit only takes 1 point of falling damage for every 20 feet it falls.
  4. The pit is full of pillows! Either that or some other cushioning that breaks a creature's fall. A creature falling into the pit takes no falling damage.
  5. The pit is full of creepy-crawlies! Worms, centipedes, non-poisonous spiders, or some other kind of bugs. Fortunately, while they're disgusting they're not really dangerous
  6. The pit is full of creepy-crawlies! And they bite at creatures within for 2d4 piercing damage per round.
  7. The pit is full of creepy-crawlies! And they are poisonous. Creatures within take 2d4 piercing damage, and must make a DC 13 Constitution saving throw or take 3d6 poison damage. If the poison damage reduces the creature to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  8. The pit is full of creepy-crawlies! And they are very poisonous. Creatures within take 2d4 piercing damage, and must make a DC 15 Constitution saving throw or take 6d6 poison damage and become poisoned for 1 hour.
  9. The pit is full of creepy-crawlies! And they are extremely poisonous. Creatures within take 2d4 piercing damage, and must make a DC 18 Constitution saving throw or take 10d6 poison damage and become poisoned for 1 hour.
  10. The pit is full of liquid nitrogen! A creature falling into the pit takes 22 (4d10) cold damage, in addition to any falling damage, and must make a DC 15 Constitution saving throw. On a failure, the creature begins to freeze solid. The creature takes takes an additional 22 (4d10) cold damage when it starts its turn inside the pit, and it must make another Constitution saving throw. Once the creature has failed three saving throws, it permanently freezes solid, becoming petrified, except with vulnerability instead of resistance to bludgeoning and fire damage.
  11. The pit has a portal at the bottom! A creature falling into the pit lands somewhere far away.
  12. The pit has a portal at the bottom! A creature falling into the pit lands somewhere far away. Even worse, the portal's destination is not fixed - each creature that falls through the portal arrives at a different destination. It may be completely random, or it may fit some sort of pattern.
  13. The pit has a portal at the bottom! A creature falling into the pit lands on a completely different plane of existence. Bye-bye!




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