Trap Generator

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Chain Flail
A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap which causes large flails to swing. The ceiling is covered in holes and mechanisms.
Effect: Initiative +1, 1 attack per round, +10 to hit against all targets within 5 ft., 22 (4d10) bludgeoning damage and knocked prone
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.
Flooded Tar Corridor
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 20 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
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 15 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. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.
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) | 3 (1d4) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 9 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 11 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 30 (5d10) |
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