Trap Generator
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Poison Gas Trap
This trap uses a trip wire that causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 15 CON save or take 23 (4d10) poison damage
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the trip wire, and a 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. Plugging all the pipes with cloth or other material will prevent the gas from escaping.
Push Trap
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which causes the wall along a narrow ledge to push out, forcing intruders off the ledge and into the pit below. There's a narrow ledge overlooking a hazard.
Effect: Targets all creatures within a 10 ft. square area, the wall pushes out along a narrow ledge, pushing targets into the pit below which deals 25 (4d10) damage.
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check triggers 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.
| 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) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 1 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 31 (5d10) |
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