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Trap Generator

Trap Generator




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Flooded Corridor

A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.

Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 12 DEX save or washed away by the rapid waters and smashed against the walls for 6 (1d10) bludgeoning damage

Trigger: button, a button activates the trap when pushed.

Countermeasures: A successful DC 15 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. Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.

Tar Pit

This trap has a cover constructed from material identical to the floor around it that opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.

Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.

Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)3 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)22 (5d10)
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