Trap Generator
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Falling Gate
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.
Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 12 DEX save or takes 2 (1d10) bludgeoning damage.
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. The gate can be destroyed with an AC and HP based on its material (see destroying traps below).
Teleporter Crystal
This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.
Effect: Targets any creature that touches it, DC 12 WIS save or be teleported to another location
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 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) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 25 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

