Trap Generator

Trap Generator


Web Trap

A fragile glass orb is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the orb to fall and shatter, triggering the trap that causes webbing to shoot out of small holes in the walls, sticking to anyone in the area.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 10 DEX save or restrained until a DC 10 STR save is made to break them free.

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

Countermeasures: A spell or other effect that can protect the orb from shattering, such as feather fall, will disarm the trap. A successful DC 10 Dexterity (Sleight of Hand) check will carefully remove the orb without breaking it. Disruptive effects like combat or running will vibrate the orb and cause it to fall.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 7 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.

Bear Trap

A doorknob is trapped to activate when it's turned the wrong way, 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.

Effect: +3 to hit against one target, the jaws of the trap clamp shut, dealing 3 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 10 Strength check.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the mechanism to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the door. Unsuccessfully attempting to pick the door triggers the trap.

The bear trap can be spotted with a DC 15 Wisdom (Perception) check and a DC 10 Dexterity check made with thieves' tools disables it.

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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)6 (2d4)
Small (chest, lute)6 (1d6)11 (3d6)
Medium (barrel, chandelier)6 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)30 (5d10)

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