Trap Generator
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Ballista Trap
A door or chest is rigged to activate when opened, which causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +12 to hit (or DC 15) against one target, 17 (4d10) piercing and poison damage
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 20 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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.
Boiling Tar-Filled Room
A hallway is filled with ropes hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the ropes sway and makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.
Effect: Initiative +4, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 17 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: ropes, a number of ropes are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will find that the ropes are connected to hinges which trigger the trap when moved. Burning or cutting the ropes without causing them to sway will disable the trap, if handling the ropes directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. The doors can be opened with a DC 15 Dexterity check using thieves' tools.
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) | 4 (2d4) |
| Small (chest, lute) | 1 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 20 (5d10) |
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