Trap Generator
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Thunderstone Mine
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 14 DEX save or take 17 (4d10) thunder damage and become deafened for 1 (1d4) rounds
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.
Spinning Blades
A doorknob is trapped to activate when it's turned the wrong way, which releases spinning blades in the floor or walls. The blades move back and forth along a track, cutting up anything or anyone in their path. There's tall arrowslits in the walls and tracks on the floor.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, 23 (4d10) slashing damage. Moves back and forth along a track.
Trigger: doorknob, activates when the doorknob is turned the wrong way.
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 door triggers the trap.
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) | 7 (2d4) |
| Small (chest, lute) | 1 (1d6) | 15 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 28 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

