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Trap Generator

Trap Generator




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Flooded Tar Corridor

An enemy in disguise asks for help and leads the PCs into the trap and triggers it, 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 13 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 25 (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 15 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.

Spring Trap

An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.

Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 13 DEX save or take 20 (4d10) damage

Trigger: enemy, an enemy in disguise directs the PCs into the trap.

Countermeasures: A successful DC 20 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)1 (1d4)8 (2d4)
Small (chest, lute)2 (1d6)9 (3d6)
Medium (barrel, chandelier)8 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)20 (5d10)
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