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Trap Generator

Trap Generator




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Swinging Log

This trap uses a trip wire that makes the trap swing out from a hole in the ceiling, toppling anyone in its path. There's large holes in the ceiling.

Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 9 (2d10) damage and be knocked prone

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the trip wire, and a DC 20 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.

Push Trap

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, causes the wall along a narrow ledge to push out, forcing intruders off the ledge and into the pit below. There's a narrow ledge overlooking a hazard.

Effect: Targets all creatures within a 10 ft. square area, the wall pushes out along a narrow ledge, pushing targets into the pit below which deals 16 (2d10) damage.

Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.

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 area. A successful dispel magic (DC 14) cast on the area 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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)2 (2d4)
Small (chest, lute)2 (1d6)9 (3d6)
Medium (barrel, chandelier)3 (1d8)9 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)27 (5d10)
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