Trap Generator
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Box of Brown Mold
A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, which opens a box containing dangerous mold that immediately attacks. There's a small box next to the trigger.
Effect: Targets all creatures within 5 ft., DC 15 CON save or take 6 (2d10) poison damage and be poisoned for 2 hours
Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 10 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach. Cold damage can destroy the mold, rendering the trap harmless.
Fire Spray
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which 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 9 (2d10) fire damage
Trigger: button, a button activates the trap when pushed.
Countermeasures: A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it. 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) | 6 (2d4) |
| Small (chest, lute) | 3 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 23 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 26 (5d10) |
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