Trap Generator

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Bear Trap
A hallway is filled with chains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the chains sway and causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: +4 to hit (or DC 12) against one target, the jaws of the trap clamp shut, dealing 7 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 12 STR check.
Trigger: chains, a number of chains are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will find that the chains are connected to hinges which trigger the trap when moved. Burning or cutting the chains without causing them to sway will disable the trap, if handling the chains directly a successful DC 10 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. The bear trap can be spotted with a DC 10 Wisdom (Perception) check and a DC 10 Dexterity check made with thieves' tools disables it.
Falling Gate
This trap is activated when an intruder steps on a hidden pressure plate 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 4 (1d10) bludgeoning damage.
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. The gate can be destroyed with an AC and HP based on its material (see destroying traps below).
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) | 6 (2d4) |
Small (chest, lute) | 1 (1d6) | 9 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 19 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 27 (5d10) |
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