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Trap Generator

Trap Generator




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Man-Eating Plant

A barricade is holding back the trap and breaking it open causes the trap to trigger, which opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby. All surfaces are covered in plants and foliage, except for a section of wall.

Effect: Initiative +2, +8 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 13 (2d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 13 STR check.

Trigger: barricade, a barricade is holding back the trap.

Countermeasures: Leaving the barricade alone avoids the trap. The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time.

Flooded Tar Corridor

A lever is rigged to activate when pulled that causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.

Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 7 (2d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: lever, activates when the wrong lever is pulled.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)7 (2d4)
Small (chest, lute)2 (1d6)9 (3d6)
Medium (barrel, chandelier)3 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)36 (5d10)
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