Trap Generator
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Spring Trap
A hallway is filled with ropes hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the ropes sway and 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 13 DEX save or take 10 (2d10) damage
Trigger: ropes, a number of ropes are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the ropes are connected to hinges which trigger the trap when moved. Burning or cutting the ropes without causing them to sway will disable the trap, if handling the ropes directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.
Idol of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 13 WIS save or take 14 (2d10) damage
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 13) cast on the surface destroys 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) | 3 (1d4) | 7 (2d4) |
| Small (chest, lute) | 3 (1d6) | 16 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 29 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

