Trap Generator

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Sleep Trap
A door or chest is rigged to activate when opened, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +6 to hit (or DC 14) against one target, Casts Sleep centered on the triggerer
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. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Spring Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.
Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 14 DEX save or take 9 (2d10) damage
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids 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) | 4 (2d4) |
Small (chest, lute) | 3 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 1 (1d10) | 31 (5d10) |
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