Trap Generator

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Earthmaw Trap
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.
Effect: DC 15 to find, DC 10 to disable
+6 to hit (or DC 13) against one target, 8 (2d10) piercing damage
Trigger: light beam, a beam of light activates the trap when broken.
Flooded Tar Corridor
A doorknob is trapped to activate when it's turned the wrong way, which causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 14 (2d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.
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) | 1 (1d4) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 16 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 20 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 36 (5d10) |
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