GLUMDARK
Random Tables of the Macabre and Mundane
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Storytelling & Worldbuilding
Bad Omens
Bad Places
Bad Places 2
Defining Life Events
Dubious Discoveries
Festivals and Holidays
Ignoble Ends
Incendiary Incidents
Inns and Taverns
Maritime Encounters
Odd Skills and Traits
Quest Seed Generator NEW
Reasons to Be Evil
Reasons to Leave the Shire
Travel Encounters
Travel Location Generator NEW
Wild Wild Weather NEW
Creatures & Characters
A Life in Three Acts NEW
Animal Oddities
Extremely Unexpected Creatures
Lost and Broken Demigods
Normal People
NPC Generator
NPC Name Generator NEW
Personal Mottos
Suspicious Strangers
Working Stiffs NEW
Powers & Effects
Curses! Curses!
Devilish Deals NEW
Diseases
Double Deformity
Dumb Cantrips for Bad Wizards
Peculiar Potions NEW
Items & Artifacts
Abhorrent Artifacts
A Critical Armament NEW
Arcane Artifacts
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components NEW
Things Found in a Dungeon
Things Found in a Mage's Tower
Things Found in an Abandoned Mine
Things Found in an Alchemist's Lab
Things Found in a Rickety Shack
Things Found in a Tree
Things Found in the Pocket of a Stranger
Weird Weapons
Location Generators
A Cabin in the Woods
A Mysterious Tower
A Seaside Altar
A Sinister Sepulchre
Dour Dour Docks
Six Establishments in Squalor
Traps & Treachery (d12)
If I just cut this wire...
1
An iron gate blocks the way forward, and the lever to open the gate is beyond it. There is a small passageway that only the smallest party members can navigate. Once on the other side, they will immediately be attacked by an unseen enemy with intent on separating the party.
2
A narrow path skirts a gaping pit. Eagle-eyed observers may notice that the wall beyond the pit is pock-marked with indentations. Stuck to it in places are various chunks of metal. At random intervals, the wall becomes magnetized and attracts any metal items--or anyone carrying them.
3
A long corridor is flooded with opaque muck. Below are strong eels who will attempt to pull their prey through small tunnels in the walls. If the prey is too large, say, human sized, they may not be able to fit. But that won't stop the beasts from trying.
4
Upon entering a corridor with a locked door at the opposite end, a metal ball begins rolling down an intricate contraption set into the wall. The ball should roll down a complex set of ramps and chutes, however it is broken and in need of minor adjustments. If the ball successfully reaches the end of its path, it will trigger the release of a massive stone ball from the ceiling that will roll through the narrow corridor.
5
Razor-tipped spikes extend and retract from the wall of a long hallway. They do so in a regular rhythm at a very fast tempo--much too quickly to safely traverse the room unless extremely dextrous. Their speed can be reduced by tapping out a slower rhythm on a dully glowing orb set into the wall.
6
A winding, narrow, and dark passage is filled with explosive odorless gas. The passage is impossibly dark, even to those with lowlight vision. It is possible to feel one's way along the passage safely. But lighting any fire or torch will trigger an explosion.
7
A series of paintings adorn the walls of a chamber. Each is of a pastoral landscape with terrified looking occupants. Anyone who touches the surface of the painting will be trapped inside of the landscape.
8
An overgrown plant nursery contains carnivorous flora that will greedily devour all plant material. Spiky tendrils extend to consume natural worn fibers, wooden tools, and weapons. They do not harm animal life or animal products.
9
A modestly sized, cubic chamber. Heavy iron and wood furniture is pressed against one wall. The room is enchanted such that any time a direction is spoken aloud--up, down, across, etc--all of the items in the room will immediately fall in that direction.
10
A series of 10 doors, laid out like two hands. Only one door leads forward. Each door can only be opened by inserting a finger into a bloody hole near the latch. The finger is immediately severed. Wise adventurers may think to use the finger of a corpse. Or a friend.
11
The floor of a long corridor is made of metal grating. The grating is extremely slippery, and will cause most adventurers to fall. Upon doing so, they may drop a random item and have it slip through the grate into a dark room far below.
12
Glistening gold and shimmering jewels shine from the bottom of a deep murky pool. Only the extremely astute or foolhardy will discover that these are reflections from the eyes and scales of razor-toothed, man-eating eels.