Trap Generator

Trap Generator


Electrified Floortile

A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which causes electricity to course through conductive poles in the floor and electrocute anyone standing on them.

Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 14 (2d10) lightning damage

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

Countermeasures: A successful DC 10 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.

The electricity will be drawn to metal and can be dampened by padding.

Idol of Evil

Targets all good creatures that touch it, DC 14 WIS save or take 13 (2d10) damage

Trigger: touch trigger, activates when surface is touched by a creature.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 14) cast on the surface destroys 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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)8 (2d4)
Small (chest, lute)5 (1d6)9 (3d6)
Medium (barrel, chandelier)2 (1d8)14 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)26 (5d10)

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