Trap Generator

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Web Trap
A door or chest is rigged to activate when opened, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.
Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 12 DEX save or restrained until a DC 12 STR save is made to break them free.
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 20 Wisdom (Perception) check. A successful DC 20 Dexterity check using thieves' tools breaks the wire attached to the door 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 webs can be set on fire to burn them away. Any creature within the burning webs takes 3 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.
Tar Pit
Multiple levers are rigged to activate when pulled that opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.
Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.
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) | 4 (2d4) |
Small (chest, lute) | 4 (1d6) | 15 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 24 (5d10) |
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