Trap Generator
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Guillotine Blade
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which drops a guillotine blade from a slit in the ceiling. There are slits in the ceiling camouflaged with vines or chains.
Effect: +6 to hit (or DC 13) against one target, 16 (2d10) slashing damage
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Electrified Floortile
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which causes electricity to course through conductive poles in the floor and electrocute anyone standing on them. The floor is metal or has holes in it where the tops of the poles stick through.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or take 17 (2d10) lightning damage
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap. The electricity will be drawn to metal and can be dampened by padding.
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) | 7 (2d4) |
| Small (chest, lute) | 5 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 21 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 31 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

