Trap Generator
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Thunderstone Mine
A lever is rigged to activate when pulled that detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 13 DEX save or take 19 (4d10) thunder damage and become deafened for 4 (1d4) rounds
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 20 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.
Box of Brown Mold
A door or chest is rigged to activate when opened, which opens a box containing dangerous mold that immediately attacks. There's a small box next to the trigger.
Effect: Targets all creatures within 5 ft., DC 13 CON save or take 9 (4d10) poison damage and be poisoned for 2 hours
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 20 Wisdom (Perception) check. A successful DC 20 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. Cold damage can destroy the mold, rendering the trap harmless.
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) | 3 (2d4) |
| Small (chest, lute) | 5 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 25 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

