Trap Generator

Trap Generator


Bear Trap

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, amulet, etc. Entering without the item on their person, causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized.

Effect: +3 to hit against one target, the jaws of the trap clamp shut, dealing 9 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 11 Strength check.

Trigger: entry, activates when a creature enters the area without the correct badge, amulet, etc.

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 area. A successful dispel magic (DC 11) cast on the area destroys the trap.

The bear trap can be spotted with a DC 15 Wisdom (Perception) check and a DC 10 Dexterity check made with thieves' tools disables it.

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 3 (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 15 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

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)2 (2d4)
Small (chest, lute)3 (1d6)12 (3d6)
Medium (barrel, chandelier)3 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)24 (5d10)

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