Trap Generator
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Acid Fog Trap
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes hidden pipes to spew out an acid fog, obscuring the area and burning anyone inside. The area is a little foggy and there's exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, heavily obscures sight and each turn in the fog deals 21 (4d10) acid damage
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap. A strong gust of wind (at least 10mph) will disperse the fog.
Spring Trap
This trap has a cover constructed from material identical to the floor around it that triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.
Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 13 DEX save or take 22 (4d10) damage
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 15 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.
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) | 5 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 16 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 33 (5d10) |
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