Trap Generator

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Web Trap
A door or chest is rigged to activate when opened, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.
Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 11 DEX save or restrained until a DC 11 STR save is made to break them free.
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 10 Dexterity check using thieves' tools breaks the wire attached to the door 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. The webs can be set on fire to burn them away. Any creature within the burning webs takes 4 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.
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 11 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 11) 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) | 3 (1d4) | 3 (2d4) |
Small (chest, lute) | 5 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 27 (5d10) |
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