Trap Generator
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Crushing Walls
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 14 (2d10) bludgeoning damage
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 10 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
Fire Spray
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.
Effect: Targets all creatures within a 20 ft. cone, DC 14 DEX save or take 7 (2d10) fire damage
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 10 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.
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) | 8 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 16 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 36 (5d10) |
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