Trap Generator
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Thunderstone Mine
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 13 DEX save or take 3 (2d10) thunder damage and become deafened for 3 (1d4) rounds
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap.
Grinder Trap
A lever is rigged to activate when pulled that opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.
Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 8 (2d10) damage on a failed DC 13 DEX save.
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
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.
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
| Size | HP (Fragile) | HP (Resilient) |
|---|---|---|
| Tiny (bottle, lock) | 4 (1d4) | 3 (2d4) |
| Small (chest, lute) | 1 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 32 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

