Trap Generator
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Spring Trap
A fragile porcelain orb is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the orb to fall and shatter, triggering the trap that triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.
Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 13 DEX save or take 13 (2d10) damage
Trigger: shatter, activates when a precariously balanced porcelain orb falls and shatters.
Countermeasures: A spell or other effect that can protect the orb from shattering, such as feather fall, will disarm the trap. A successful DC 10 Dexterity (Sleight of Hand) check will carefully remove the orb without breaking it. Disruptive effects like combat or running will vibrate the orb and cause it to fall.
Earthmaw Trap
A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.
Effect: +8 to hit (or DC 13) against one target, 13 (2d10) piercing damage
Trigger: stuck door, a stuck door that must be broken down to pass.
Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids 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.
| 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) | 2 (2d4) |
| Small (chest, lute) | 1 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 8 (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!

