Trap Generator
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Electrified Lever
This trap is activated when a creature touches its surface, which delivers a dangerous surprise to anyone touching the lever.
Effect: Targets any creature that touches it, 8 (1d10) damage and DC 11 CON save or stunned for 1 round
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 11) cast on the surface destroys the trap. Attempting to destroy the lever will trigger the trap, activating the lever at range (such as with Mage Hand) can trigger the trap from a safe distance.
Brimstone Floor
A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 8 (1d10) fire damage per turn.
Trigger: stuck door, a stuck door that must be broken down to pass.
Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap. Enough water to cover the area will douse the flames and make the coals safe to cross.
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) | 6 (2d4) |
| Small (chest, lute) | 3 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 28 (5d10) |
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