Trap Generator
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Runaway Cart
This trap is activated when an intruder steps on a hidden pressure plate that opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 14 DEX save or take 31 (4d10) bludgeoning damage and knocked prone
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 14 Strength check. On a successful check, the object's speed is reduced by 15 feet.
Electrified Floortile
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that causes electricity to course through conductive poles in the floor and electrocute anyone standing on them. The floor is metal or has holes in it where the tops of the poles stick through.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 17 (4d10) lightning damage
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. The electricity will be drawn to metal and can be dampened by padding.
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) | 1 (1d4) | 5 (2d4) |
| Small (chest, lute) | 5 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 42 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

