Trap Generator

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Piranha Tank
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which opens the floor into a water tank filled with hungry piranhas. The floor is covered in rectangular panels, about 3x6' to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, targets are dropped into a water tank filled with starving piranha which swarm and bite, dealing 12 (2d10) piercing damage each round.
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check triggers the trap. The piranhas will eventually get full after they've consumed 2 full-sized bodies worth of meat. Freezing the water will kill the piranha and allow safe passage over top.
Fire Spray
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.
Effect: Targets all creatures within a 20 ft. cone, DC 15 DEX save or take 14 (2d10) fire damage
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 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. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.
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) | 2 (1d4) | 3 (2d4) |
Small (chest, lute) | 3 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 28 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 34 (5d10) |
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