Trap Generator
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Flooded Tar Corridor
An enemy in disguise asks for help and triggers the trap when the PCs get close, which 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 +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 15 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 23 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 20 Insight check can tell that the enemy is lying. A successful DC 20 Dexterity check using thieves' tools disarms the trap. 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.
Ice Dart Trap
A fragile porcelain statuette is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the statuette to fall and shatter, triggering the trap that causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +12 to hit (or DC 15) against one target, DC 15 DEX save or take 30 (4d10) cold damage
Trigger: shatter, activates when a precariously balanced porcelain statuette falls and shatters.
Countermeasures: A spell or other effect that can protect the statuette from shattering, such as feather fall, will disarm the trap. A successful DC 20 Dexterity (Sleight of Hand) check will carefully remove the statuette without breaking it. Disruptive effects like combat or running will vibrate the statuette and cause it to fall. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
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) | 4 (2d4) |
| Small (chest, lute) | 2 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 20 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

