Trap Generator
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False Stairs
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 18 (4d10) damage and be knocked prone
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful 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. A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.
Crushing Walls
A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, 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 32 (4d10) bludgeoning damage
Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
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) | 2 (1d4) | 3 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 27 (5d10) |
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