Trap Generator
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False Stairs
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 24 (4d10) damage and be knocked prone
Trigger: magic detection, activates when magic is detected in an area.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the area. A successful dispel magic (DC 15) cast on the area destroys the trap. A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.
Acid Spray
A phrase etched on a wall is enchanted to trigger when read aloud, 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 15 save or take 23 (4d10) acid damage for 4 (1d4) rounds
Trigger: forbidden phrase, activates when etched runes are read aloud.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the phrase. A successful dispel magic (DC 15) cast on the phrase destroys the trap. Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.
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) | 6 (2d4) |
| Small (chest, lute) | 5 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 25 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 30 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

