Trap Generator
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Crushing Walls
An enemy in disguise asks for help and triggers the trap when the PCs get close, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 8 (2d10) bludgeoning damage
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
Ice Dart Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +8 to hit (or DC 15) against one target, DC 15 DEX save or take 11 (2d10) cold damage
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 area. A successful dispel magic (DC 15) cast on the area destroys the trap. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
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) | 3 (1d4) | 8 (2d4) |
| Small (chest, lute) | 6 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 25 (5d10) |
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