Trap Generator
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Ballista Trap
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +12 to hit (or DC 13) against one target, 18 (4d10) piercing and poison 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.
Spore Trap
A lever is rigged to activate when pulled that opens vents in the floor and releases poisonous spores into the area. The area has a strange smell and is covered in mushrooms.
Effect: Targets all creatures within a 10 ft. square area, Poisonous spores are released which deal 18 (4d10) poison damage and DC 13 CON save or be poisoned for 1 hour.
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. A strong gust of wind (at least 10mph) will disperse the spores.
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) | 4 (1d4) | 5 (2d4) |
| Small (chest, lute) | 1 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 26 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

