Trap Generator

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Symbol of Hypnosis
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that activates a rune of power, hypnotizing the target.
Effect: Targets all creatures within 10 ft., DC 11 CON save or become incapacitated for 1 (1d4) rounds
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.
Casting dispel magic (DC 10) will dispel the runes in the symbol.Brimstone Floor
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it makes flaming coals and brimstone fall through small slots in the walls and cover the floor.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 5 (1d10) fire damage per turn.
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from mechanisms in the pedestal. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 10 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.
Enough water to cover the area will douse the flames and make the coals safe to cross.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) | 2 (1d4) | 6 (2d4) |
Small (chest, lute) | 6 (1d6) | 6 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 19 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 23 (5d10) |
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