Trap Generator
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Flooded Tar Corridor
This trap has a cover constructed from material identical to the floor around it 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 +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 14 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 22 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. 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.
Spore Trap
This trap uses a trip wire that opens vents in the floor and releases poisonous spores into the area. The area has a strange smell and is covered in mushrooms.
Effect: Targets all creatures within a 10 ft. square area, Poisonous spores are released which deal 25 (4d10) poison damage and DC 14 CON save or be poisoned for 1 hour.
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a 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. A strong gust of wind (at least 10mph) will disperse the spores.
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) | 4 (2d4) |
| Small (chest, lute) | 3 (1d6) | 16 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 13 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 34 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

