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Trap Generator

Trap Generator




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Boiling Tar-Filled Room

This trap uses a trip wire that makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.

Effect: Initiative +3, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 22 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire 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 doors can be opened with a DC 15 Dexterity check using thieves' tools.

Falling Block

A barricade is holding back the trap and breaking it open causes the trap to trigger, which collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.

Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 12 (4d10) damage

Trigger: barricade, a barricade is holding back the trap.

Countermeasures: Leaving the barricade alone avoids the trap. The supports holding up the section can be destroyed, triggering the trap from a safe distance.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)1 (1d4)5 (2d4)
Small (chest, lute)1 (1d6)13 (3d6)
Medium (barrel, chandelier)7 (1d8)9 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)34 (5d10)
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