Trap Generator

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Ballista Trap
A lever is rigged to activate when pulled that causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +8 to hit (or DC 14) against one target, 13 (2d10) piercing and poison damage
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
Idol of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 14 WIS save or take 16 (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.
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) | 2 (1d4) | 8 (2d4) |
Small (chest, lute) | 3 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 26 (5d10) |
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