Trap Generator
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Flooded Corridor
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 11 DEX save or washed away by the rapid waters and smashed against the walls for 10 (1d10) bludgeoning damage
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 area. A successful dispel magic (DC 11) cast on the area destroys the trap. Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.
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 2 (1d10) poison damage and DC 11 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 11) 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) | 2 (1d4) | 3 (2d4) |
| Small (chest, lute) | 2 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 29 (5d10) |
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