Trap Generator
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Boiling Tar-Filled Room
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap 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 +3, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 29 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. The doors can be opened with a DC 20 Dexterity check using thieves' tools.
Poison Gas Trap
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 13 CON save or take 19 (4d10) poison damage
Trigger: false riddle, activates when an easy riddle is answered correctly.
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 riddle. A successful dispel magic (DC 13) cast on the riddle destroys the trap. Plugging all the pipes with cloth or other material will prevent the gas from escaping.
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) | 2 (1d4) | 7 (2d4) |
| Small (chest, lute) | 5 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 37 (5d10) |
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