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Trap Generator

Trap Generator




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Flooded Corridor

A fragile glass statuette is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the statuette to fall and shatter, triggering the trap that causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.

Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 11 DEX save or washed away by the rapid waters and smashed against the walls for 6 (1d10) bludgeoning damage

Trigger: shatter, activates when a precariously balanced glass statuette falls and shatters.

Countermeasures: A spell or other effect that can protect the statuette from shattering, such as feather fall, will disarm the trap. A successful DC 15 Dexterity (Sleight of Hand) check will carefully remove the statuette without breaking it. Disruptive effects like combat or running will vibrate the statuette and cause it to fall. Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.

Rune of Confusion

A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which activates a rune of power, confusing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 11 WIS save or become confused for 4 (1d4) rounds

Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.

Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. Casting dispel magic (DC 11) will dispel the rune.

Destroying Traps

Traps can be damaged and destroyed, sometimes to good or bad effect. Pipes containing fire or poison will rupture and spray over the area, while mechanisms can be rendered inoperable with enough force. Determine the HP and AC of your traps based on the tables below. Sometimes a fragile trap is more dangerous than a resilient one if destroying it will fill the corridor with acid.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)5 (2d4)
Small (chest, lute)2 (1d6)7 (3d6)
Medium (barrel, chandelier)7 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)35 (5d10)
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