Trap Generator
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Crushing Walls
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or take 24 (4d10) bludgeoning damage
Trigger: motion sensing eye, an enchanted eyeball watches over the area.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 13) cast on the eye disables the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
Boiling Tar-Filled Room
A door knocker is part of a mechanism that triggers when the knocker is rotated and makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.
Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 23 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: knocker, activates when the knocker on a locked door is used.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers the trap. The doors can be opened with a DC 10 Dexterity check using thieves' tools.
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) | 4 (1d4) | 5 (2d4) |
| Small (chest, lute) | 2 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 27 (5d10) |
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