Trap Generator
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Swinging Log
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and makes the trap swing out from a hole in the ceiling, toppling anyone in its path. There's large holes in the ceiling.
Effect: DC 10 to find, DC 15 to disable
Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 9 (2d10) damage and be knocked prone
Trigger: light beam, a beam of light activates the trap when broken.
Idol of Law
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a pristine shrine in the middle of the area.
Effect: Targets all chaotic creatures that touch it, DC 14 WIS save or take 3 (2d10) damage and be stunned for 1 round
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 14) cast on the surface destroys 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) | 1 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 26 (5d10) |
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