Trap Generator
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Eldritch Blast Trap
A door or chest is rigged to activate when opened, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit (or DC 12) against one target, Casts Eldritch Blast centered on the triggerer
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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. Casting dispel magic (DC 12) on the trap will cancel the stored spell.
Falling Gate
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.
Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 12 DEX save or takes 1 (1d10) bludgeoning damage.
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 15 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 gate can be destroyed with an AC and HP based on its material (see destroying traps below).
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) | 6 (2d4) |
| Small (chest, lute) | 6 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 26 (5d10) |
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