Trap Generator
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Falling Door Trap
This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it. The door looks damaged and poorly made.
Effect: Targets any creature that touches it, DC 12 DEX save or take 1 (1d10) bludgeoning damage and knocked prone.
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 12) cast on the surface destroys the trap. Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.
Water-Filled Room
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 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 doors can be opened with a DC 10 Dexterity check using thieves' tools.
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) | 5 (2d4) |
| Small (chest, lute) | 5 (1d6) | 15 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 33 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

