Trap Generator
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Runaway Cart
This trap uses a trip wire that opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 14 DEX save or take 17 (2d10) bludgeoning damage and knocked prone
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 20 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. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 14 Strength check. On a successful check, the object's speed is reduced by 15 feet.
Acid Fog Trap
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes hidden pipes to spew out an acid fog, obscuring the area and burning anyone inside. The area is a little foggy and there's exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, heavily obscures sight and each turn in the fog deals 8 (2d10) acid damage
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 10 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 lock triggers the trap. A strong gust of wind (at least 10mph) will disperse the fog.
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) | 3 (2d4) |
| Small (chest, lute) | 4 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 21 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 22 (5d10) |
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