Trap Generator

Trap Generator


Rune of Fear

This trap is activated when an intruder steps on one of the alternating hidden pressure plates that activates a rune of power, fearing the target.

Effect: Targets all creatures within 10 ft., DC 11 WIS save or become frightened for 3 (1d4) rounds

Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.

Countermeasures: A successful DC 15 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

A door knocker is part of a mechanism that triggers when the knocker is rotated and 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 1 (1d10) fire damage per turn.

Trigger: knocker, activates when the knocker on a locked door is used.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the knocker to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the knocker. Unsuccessfully attempting to modify the knocker 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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)7 (2d4)
Small (chest, lute)2 (1d6)12 (3d6)
Medium (barrel, chandelier)7 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)34 (5d10)

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