Trap Generator
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Mind Spike Trap
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +11 to hit (or DC 15) against one target, Casts Mind Spike centered on the triggerer
Trigger: magic detection, activates when magic is detected in an area.
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 15) cast on the area destroys the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
Poison Gas Trap
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: DC 20 to find, DC 15 to disable
Targets all creatures within a 10 ft. square area, DC 15 CON save or take 23 (4d10) poison damage
Trigger: light beam, a beam of light activates the trap when broken.
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) | 3 (1d6) | 5 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 24 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 29 (5d10) |
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