Trap Generator
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Bear Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: +5 to hit against one target, the jaws of the trap clamp shut, dealing 10 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 10 STR check.
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap.
The bear trap can be spotted with a DC 10 Wisdom (Perception) check and a DC 10 Dexterity check made with thieves' tools disables it.Sacred Flame Trap
A fragile glass doll is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the doll to fall and shatter, triggering the trap that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit against one target, Casts Sacred Flame centered on the trigger with DC 10 (if relevant)
Trigger: shatter, activates when a precariously balanced glass doll falls and shatters.
Countermeasures: A spell or other effect that can protect the doll from shattering, such as feather fall, will disarm the trap. A successful DC 10 Dexterity (Sleight of Hand) check will carefully remove the doll without breaking it. Disruptive effects like combat or running will vibrate the doll and cause it to fall.
Casting dispel magic (DC 10) on the trap will cancel the stored spell.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) | 1 (1d4) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 20 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 31 (5d10) |
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