Trap Generator

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Swinging Spike Wall
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 makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 13 (2d10) piercing 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 10 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Swinging Log
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and makes the trap swing out from a hole in the ceiling, toppling anyone in its path. There's large holes in the ceiling.
Effect: DC 15 to find, DC 10 to disable
Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 14 (2d10) damage and be knocked prone
Trigger: light beam, a beam of light activates the trap when broken.
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) | 7 (2d4) |
Small (chest, lute) | 3 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 44 (5d10) |
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