Trap Generator
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Electrified Floortile
This trap has a cover constructed from material identical to the floor around it that 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 15 DEX save or take 12 (2d10) lightning damage
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 15 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. The electricity will be drawn to metal and can be dampened by padding.
Ice Dart Trap
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that 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 8 (2d10) cold damage
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. 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) | 1 (1d4) | 5 (2d4) |
| Small (chest, lute) | 1 (1d6) | 5 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 13 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 34 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

