Trap Generator
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Acid Spray
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which causes acid to spray from a hidden nozzle. The walls are covered in foliage or perforated stone.
Effect: Targets all creatures within a 20 ft. cone, DC 13 save or take 14 (4d10) acid damage for 1 (1d4) rounds
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.
Grinder Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.
Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 27 (4d10) damage on a failed DC 13 DEX save.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 20 Dexterity check using thieves' tools disables the trip wire 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.
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) | 2 (2d4) |
| Small (chest, lute) | 6 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 7 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 29 (5d10) |
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