Trap Generator
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Floor Spikes
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 12 DEX save or takes 7 (1d10) piercing damage.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 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.
Poison Needle
This trap is activated when a creature touches its surface, which causes the needle to spring out, delivering a dose of poison. The object has a foul odor.
Effect: Targets any creature that touches it, Placed in lock or opening mechanism, dealing 4 (1d10) poison damage and DC 12 CON save or be poisoned for 1 hour.
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 12) cast on the surface destroys the trap. Destroying the mechanism will prevent the trap from triggering but also render the object unopenable.
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) | 3 (1d4) | 2 (2d4) |
| Small (chest, lute) | 4 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 22 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

