Trap Generator
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Falling Block
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 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 14 DEX save or take 9 (4d10) 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 20 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 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. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
Ice Dart Trap
This trap is activated when an intruder steps on a hidden pressure plate that causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +10 to hit (or DC 14) against one target, DC 14 DEX save or take 29 (4d10) cold damage
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
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) | 1 (1d4) | 2 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 31 (5d10) |
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