Trap Generator

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Steam Trap
This trap has a cover constructed from material identical to the floor around it that makes scalding hot steam fill the area via vents in the floor. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 7 (1d10) fire damage per turn.
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 20 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. A strong gust of wind (at least 10mph) will disperse the steam.
Rune of Fear
A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, which activates a rune of power, fearing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 11 WIS save or become frightened for 1 (1d4) rounds
Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.
Countermeasures: A successful DC 20 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 10 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach. Casting dispel magic (DC 11) will dispel the runes in the symbol.
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) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 23 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 25 (5d10) |
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