Trap Generator
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Spore Trap
This trap is activated when a creature touches its surface, which opens vents in the floor and releases poisonous spores into the area. The area has a strange smell and is covered in mushrooms.
Effect: Targets all creatures within a 10 ft. square area, Poisonous spores are released which deal 32 (4d10) poison damage and DC 15 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 15) cast on the surface destroys the trap. A strong gust of wind (at least 10mph) will disperse the spores.
Spinning Blades
A lever is rigged to activate when pulled that releases spinning blades in the floor or walls. The blades move back and forth along a track, cutting up anything or anyone in their path. There's tall arrowslits in the walls and tracks on the floor.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, 20 (4d10) slashing damage. Moves back and forth along a track.
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers 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) | 4 (1d4) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 21 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 28 (5d10) |
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