Trap Generator

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Dissonant Whispers Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 14) against one target, Casts Dissonant Whispers centered on the triggerer
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire 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. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Thunderstone Mine
A doorknob is trapped to activate when it's turned the wrong way, which detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 14 DEX save or take 7 (2d10) thunder damage and become deafened for 4 (1d4) rounds
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap.
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) | 4 (1d4) | 5 (2d4) |
Small (chest, lute) | 2 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 13 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 36 (5d10) |
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