Trap Generator
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Idol of Chaos
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a shoddy shrine in the middle of the area.
Effect: Targets all lawful creatures that touch it, DC 15 WIS save or take 10 (2d10) damage and become confused stunned for 3 (1d4) rounds
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 15) cast on the surface destroys the trap.
Electrified Floortile
This trap has a cover constructed from material identical to the floor around it that causes electricity to course through conductive poles in the floor and electrocute anyone standing on them. The floor is metal or has holes in it where the tops of the poles stick through.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 9 (2d10) lightning damage
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 15 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. The electricity will be drawn to metal and can be dampened by padding.
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) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 24 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

