Trap Generator
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Hold Person Trap
This trap has a cover constructed from material identical to the floor around it that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +10 to hit (or DC 14) against one target, Casts Hold Person centered on the triggerer
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 10 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. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Swinging Spike Wall
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 makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 31 (4d10) piercing 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 10 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 14) cast on the eye disables the trap. An unsuccessful check 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) | 1 (1d4) | 4 (2d4) |
| Small (chest, lute) | 2 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 29 (5d10) |
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