Trap Generator

Trap Generator


Steam Trap

A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and makes scalding hot steam fill the area via vents in the floor.

Effect: DC 10 to find, DC 15 to disable
Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 5 (1d10) damage per turn.

Trigger: light beam, a beam of light activates the trap when broken. A strong gust of wind (at least 10mph) will disperse the steam.

Falling Door Trap

This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it.

Effect: Targets any creature that touches it, DC 11 DEX save or take 3 (1d10) damage and knocked prone.

Trigger: touch trigger, activates when surface is touched by a creature.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 11) cast on the surface destroys the trap.

Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.

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)3 (2d4)
Small (chest, lute)4 (1d6)13 (3d6)
Medium (barrel, chandelier)2 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)10 (5d10)

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