Trap Generator
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Mind Spike Trap
A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +12 to hit (or DC 14) against one target, Casts Mind Spike centered on the triggerer
Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.
Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 10 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Spinning Blades
Multiple levers are rigged to activate when pulled that releases spinning blades in the floor or walls. The blades move back and forth along a track, cutting up anything or anyone in their path. There's tall arrowslits in the walls and tracks on the floor.
Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, 27 (4d10) slashing damage. Moves back and forth along a track.
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 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.
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) | 4 (1d4) | 4 (2d4) |
| Small (chest, lute) | 4 (1d6) | 5 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 27 (5d10) |
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