Trap Generator

Trap Generator


Falling Gate

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 makes an iron gate drop from the ceiling some distance behind, blocking the exit.

Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 11 DEX save or takes 10 (1d10) damage.

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 from alterations made to the lock to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

The gate can be destroyed with an AC and HP based on its material (see destroying traps below).

Beehive Trap

This trap has a cover constructed from material identical to the floor around it that opens a trapdoor in the ceiling and drops beehives into the area. Angry wasps swarm and sting anyone and everyone.

Effect: Targets all creatures within 20 ft., beehives drop from the ceiling, releasing an angry swarm of wasps that deal 6 (1d10) poison damage and DC 11 CON save or be poisoned for 1 hour.

Trigger: cover, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung

Water-Filled Room

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that makes the doors slam shut and the area gradually fill with water.

Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: removal trigger, activates when a gem or other valuable item is removed.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)3 (1d4)4 (2d4)
Small (chest, lute)1 (1d6)8 (3d6)
Medium (barrel, chandelier)6 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)21 (5d10)

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