Trap Generator
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Poison Gas Trap
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 13 CON save or take 16 (2d10) poison damage
Trigger: false riddle, activates when an easy riddle is answered correctly.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the riddle. A successful dispel magic (DC 13) cast on the riddle destroys the trap. Plugging all the pipes with cloth or other material will prevent the gas from escaping.
Scythe Blade
A fragile porcelain doll is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the doll to fall and shatter, triggering the trap that causes large scythe blades to emerge from slits in the wall and swing across the area. There are lots of tall arrowslits in the walls.
Effect: +8 to hit against all targets within a 5 ft. arc, 5 (2d10) slashing damage
Trigger: shatter, activates when a precariously balanced porcelain doll falls and shatters.
Countermeasures: A spell or other effect that can protect the doll from shattering, such as feather fall, will disarm the trap. A successful DC 15 Dexterity (Sleight of Hand) check will carefully remove the doll without breaking it. Disruptive effects like combat or running will vibrate the doll and cause it to fall.
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) | 2 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 22 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

