Trap Generator
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Man-Eating Plant
A doorknob is trapped to activate when it's turned the wrong way, which opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby. All surfaces are covered in plants and foliage, except for a section of wall.
Effect: Initiative +2, +11 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 22 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 15 STR check.
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 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 the door triggers the trap. The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time.
Aganazzar's Scorcher Trap
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +11 to hit (or DC 15) against one target, Casts Aganazzar's Scorcher centered on the triggerer
Trigger: button, a button activates the trap when pushed.
Countermeasures: A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
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) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 12 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 13 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 26 (5d10) |
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