Trap Generator
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Push Trap
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door 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 23 (4d10) damage.
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 20 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Fire Spray
A phrase etched on a wall is enchanted to trigger when read aloud, which activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.
Effect: Targets all creatures within a 20 ft. cone, DC 13 DEX save or take 29 (4d10) fire damage
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 13) cast on the phrase destroys the trap. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.
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) | 3 (1d4) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 35 (5d10) |
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