"There's Something on the Floor . . ."
A little ingenuity in dungeon floor design
by Reid Butler
-
- - - - -
Advanced Dungeons & Dragons - Dragon #115 - Dragon magazine

Before any Dungeon Master mentions a
phrase akin to the title, he must be prepared
for the consequences. Statements
such as these send players into a blind
panic, when all you wanted was to add a
little interest to your game. If you mention
that there?s something unusual about the
floor, the players will understandably
want an explanation that is concise and
descriptive. If you aren't ready with it, the
chorus of arguing voices soon deprives
you of game control. In extreme circumstances,
players may get carried away and
assail the weaker characters or NPCs
(magic-users and thieves, in particular),
binding and gagging them in order to test
the effectiveness of any possible traps
concealed in the floor. Events such as
these can ruin your game for the sake of a
well-conceived diversion or trap, and it is
to avoid such perpetual chaos that this
article was written.

As the DM, you can?t really blame the
players for their irrational behavior (unless
their characters start sacrificing their
lackeys and shield bearers, of course). In
any scenario, people get nervous if they
can?t trust the floor they?re standing on.
I?ve had similar experiences as a DM, and
the pandemonium resulting from an illprepared
idea bordered on insanity. It was
those attempts at spicing up my games
that inspired me to create a list of alterations
and modifications that can add spice
to your dungeons and citadels, increasing
the excitement involved in casual explorations
of otherwise bland or empty rooms,
while at the same time instilling fear into
your players with a few quicksand floors
or other specialized traps.

Unusual floors make for interesting
traps as well, giving players an alternative
to the ever-present grey ooze, trappers,
green slime, and yellow mold. Characters
who show no respect for your dungeons
will have their humility meters adjusted
and may start prodding the floor with
spears or rolling small expendable objects
down the corridor. This should not always
betray an unusual floor, but if one or two
traps are so triggered, your players will sit
up and take notice. Many of the special
floors in this article are just mind-teasers,
designed to make players more interested
in the game.

A word to the wise: Too many rolls from
this special chart and your dungeons will
become too difficult to traverse, even in
going from one room to the next. In addition,
your players will become very paranoid
and may eventually become bored
with the surprises in every other room.
One surprise carpet trap for every 25
rooms is ample, as you could throw in
other traps that aren?t triggered when
players set foot in the doorway.

As the DM, it is your task to apply your
good judgment in placing any room that
could cut characters off from another
level. Some floors are not meant for
kitchens or barracks. Avoid putting teleporter
floors in lavatories unless you?re
certain your players are in good spirits,
but this could be a suitable humiliation if
your players are in the habit of picking up
copies of DRAGON® Magazine and memorizing
player aids before you do. You can?t
make them forget any DMG tables, but
you can make them regret their sins.

Assume that only one in 20 rooms (roll
of 20 on a d20) has an unusual floor. Use
the following tables in that event. Some
die rolls require secondary rolls for details.
There is also a secondary table with
new ideas for modifying the average pit
trap.
 
Dice roll Property of floor
01-02 Contact with floor causes concentric
waves to spread out across
its surface, like the surface of a
pond
03 Floor constantly rolls in a tidal,
wavy fashion
04 Floor temporarily retains footprints
on its surface for 1-8
rounds, after which footprints
disappear
05-09 Floor is an illusion (roll 1d6):
1-2 — illusion of safe floor over
a pit
3-4 — illusion of safe floor over
(roll again)
5-6 -- illusion of an unusual
floor over a normal floor (roll
again for appearance)
10-12 Floor is covered with a layer of
skin/scaled skin/cloth
13 Floor is covered with/comprised 
of thick, tangled vegetation (10%
chance it is still alive)
14 Floor is a giant mirrored surface
15 Floor is the surface of a pool of
some molten substance (1-3?
deep)
16 Floor is a horizontal wall of force
17-19 Floor is a net/web suspended at
the level where a floor would be
(with appropriate weight limit, if
desired)
20 After a given period of time, the
floor folds along its center and
snaps shut like a book 1-4 rounds
later, doing a specified amount of
damage to those caught within it
21 Floor absorbs the sound of anything
making direct contact with
it (i.e., footsteps, prodding poles,
skidding chairs, etc.)
22-23 Floor is partly/entirely removed
(roll 1d4):
1 -- the only remaining floor is
a path around the room?s perimeter
2 -- there is no floor, but there
are stepping stones suspended in
midair, 2-5? apart
3 -- while there is no floor at
all, a character will be telekinesized
to the point in the room
that he or she wishes to go
4 --there is no floor; a series of
tightropes connect any doors
present
24-26 Floor has an alignment and only
allows those of similar alignment
to touch it (others suffer cause
light wounds)
27-32 Depending on the nature of the
room (i.e., whether it is a prayer
room or a vault for gold), the
floor can cast a malevolent or
benevolent spell on those who
enter the room (automatically so
for those effects which are harmful,
and a percentage chance
determined by the DM for those
spells which are of benefit; beneficial
effects should only be
checked once per day at the
most, regardless of time spent in
the room by characters). Harmful
spell effects (at 12th level of
ability; roll 1d10) include: 

l -- fear
2 -- paralyzation
3 -- suggestion
4 -- teleport (no save)
5 -- repulsion (no save)
6 -- slow (no save)
7 -- maze (no save)
8 -- cause blindness
9 -- cause critical wounds (no
save)
10 -- feeblemind

Beneficial spell effects (at 12th
level; roll 1d8)

1 -- dispel exhaustion
2 -- cure light wounds
3 -- slow poison
4 -- protection from evil/good
5-8 -- bless

33 Floor rises to meet ceiling in one
round under specific conditions,
doing exceptional crushing damage
34-38 Floor dumps characters into pit
(roll ld4):
1 -- floor opens like a pair of
shutters
2 -- floor slides under walls
like a pair of elevator doors
3 -- floor unlocks and spins on
a central axis, spilling unfixed
objects
4 -- portion of floor over pit
goes temporarily ethereal or
astral
39 Floor lowers like a ramp/elevator
platform to the next level
40 Floor is an opaque block of ice
41-42 Floor (and ceiling and walls) are
carved and painted to look like a
monster's mouth
43-48 Floor's size and shape are inconsistent
with those of the room 
(i.e., square peg in a round hole)
49-52 Floor has a painting or mosaic on 
it (1-10% chance it is prophetic or 
magical, portraing players in 
combat, etc.) 
53 Floor appears solid, but is similar 
to a trampoline when stepped 
upon
54-55 Floor is divided into sections of 
varying heights (10% chance that 
these dsections rise and fall at 
random)
56 Floor is divided into tiny squares 
that record the portraits of characters 
over 0-level who enter the room
57-61 Portion of floor is magnetic
62 Sections of floor are removed; 
the holes serve as viewing/entry 
portals from other planes of 
existence
63 Floor is shaped like (roll 1d4)
1 - a bowl
2 - an inverted dome or bubble-shape
3 - pyramid
4 - upside down pyramid
64-67  Floor is covered with a jagged, crystalline growth
68 Anything touching the floor is rendered invisible
69 Invisible caltrops on floor
70 Floor alternates from solid to semisolid state at a given interval (like a transmute rock to mud spell)
71-76 Floor has a trap door leading to a 
set of stairs or subchamber
77-79 Floor is metallic and gives off 
echoes when walked upon with 
hard boots or metal-shod feet
80 Floor is covered with dust of choking
81-84 Floor gives an electrical shock 
(damage and saving throw potential 
determined by the DM)
85 Floor is transparent/translucent, 
and acts like a (one-way?) window 
to the next level
86-87 Floor is quicksand, made to look like sandstone
88 Floor makes random, unusual noises when touched
89-92 Floor is phosphorescent
93 Under certain conditions, floor 
emits sleep gas
94-95 Runes or glyphs carved into 
floor's surface (5% chance that 
each party member reads a different 
writing)
96 Persons standing on floor begin 
to speak a different, random 
language (as per tongues, reversed)
97-98 Objects (and, optionally, people) 
in the room that are in contact 
with the floor blink (as a blink dog) 
at random intervals to random 
locations
99-00 Floor alternates between 2 
different states; roll twice and 
apply results as desired


Here are some suggested modifications
to the most obvious floor hazard, the pit
trap, as a supplement to the ideas in Appendix G on page 216 of the DMG. Most are unsuitable for low-level characters as
presented below. Unless otherwise stated,
modifications come into effect when something
hits the bottom of the pit.
 
Dice roll Property of pit
01-09 Pit is an illusion to cover a trapdoor 
entrance to another level
10-16 Floor of put lowers 10-40' like an 
elevator
17-20 Spikes extend from the walls of 
pit when something hits the 
bottom, preventing climbing 
attempts. 
21-26 Pit cylindrical and spins victims 
who fall inside, pressing them 
against sides of pit
27-36 Pit narrows as it descends
37-38 Pit appears to be (and actually be) bottomless
39 Persons making contact with the 
pit bottom of the pit are plane 
shifted (save vs. spells allowed)
40-42 Pit has a guardian monster which 
is released when someone falls 
into the pit; monster immediately 
fights party (could be used in 
conjunction with a locking-and-flooding pit)
43-45 One wall of pit is actually a stone
golem, stone guardian, or cary
atid column, and it attacks the
victims in the pit
46-55 Pit has ethereal spikes that come
into phase when victim hits the
floor
56-65 When something hits bottom of
pit, a horizontal portcullis slides
out, separating party from victim(
s)
66-69 As above, but portcullis is replaced
by a blade barrier
70-79 Pit is enclosed in a silence spell, 
as are its victims
80-89 Pit is 50-75% (45 + (5 x 1d6))
filled with (roll 1d100):
01-60 -- water
61-66 -- acid (1-8 hp damage/
round of exposure)
67-73 -- grey ooze/green slime/
other mold
74-90 -- garbage
91-00 — webs
90-96  A mischievous creature teases
victims in the pit (roll 1d4):
1 -- doppleganger
2 -- leprechaun
3 -- pixie or sprite
4 -- unseen servant (performing
automatic activities)
97-00 Victims who fail to save vs. spells
undergo a gradual alignment
change

NOVEMBER 1986