Trap Generator
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Box of Brown Mold
A hallway is filled with ropes hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the ropes sway and opens a box containing dangerous mold that immediately attacks. There's a small box next to the trigger.
Effect: Targets all creatures within 5 ft., DC 13 CON save or take 25 (4d10) poison damage and be poisoned for 2 hours
Trigger: ropes, a number of ropes are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will find that the ropes are connected to hinges which trigger the trap when moved. Burning or cutting the ropes without causing them to sway will disable the trap, if handling the ropes directly a successful DC 10 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. Cold damage can destroy the mold, rendering the trap harmless.
Boiling Tar-Filled Room
An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.
Effect: Initiative +4, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 20 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap. The doors can be opened with a DC 10 Dexterity check using thieves' tools.
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) | 3 (1d4) | 5 (2d4) |
| Small (chest, lute) | 5 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 24 (5d10) |
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