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Trap Generator

Trap Generator




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Mind Spike Trap

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +11 to hit (or DC 14) against one target, Casts Mind Spike centered on the triggerer

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Casting dispel magic (DC 14) on the trap will cancel the stored spell.

Spiked Net Trap

A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.

Effect: Targets all creatures within a 10 ft. square area, DC 14 STR save or become restrained and take 22 (4d10) poison damage, half on save

Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.

Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap.

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)5 (1d6)7 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)26 (5d10)
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