Trap Generator
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Falling Block
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 26 (4d10) damage
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
Sleep (2nd-level) Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +10 to hit (or DC 14) against one target, Casts Sleep (2nd-level) centered on the triggerer
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 area. A successful dispel magic (DC 14) cast on the area destroys the trap. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
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) | 5 (2d4) |
| Small (chest, lute) | 2 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 24 (5d10) |
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