Trap Generator
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Boiling Tar-Filled Room
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that 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 +1, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 33 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful 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. The doors can be opened with a DC 20 Dexterity check using thieves' tools.
Piranha Tank
This trap is activated when an intruder steps on a hidden pressure plate that opens the floor into a water tank filled with hungry piranhas. The floor is covered in rectangular panels, about 3x6' to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, targets are dropped into a water tank filled with starving piranha which swarm and bite, dealing 31 (4d10) piercing damage each round.
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. The piranhas will eventually get full after they've consumed 2 full-sized bodies worth of meat. Freezing the water will kill the piranha and allow safe passage over top.
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) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 18 (5d10) |
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