Trap Generator
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Falling Block
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or take 18 (2d10) damage
Trigger: lock trigger, activates when opened without the proper key.
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 the lock triggers the trap. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
Thunderstone Mine
A door knocker is part of a mechanism that triggers when the knocker is rotated and detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 13 DEX save or take 16 (2d10) thunder damage and become deafened for 2 (1d4) rounds
Trigger: knocker, activates when the knocker on a locked door is used.
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 modify it triggers 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) | 4 (1d4) | 4 (2d4) |
| Small (chest, lute) | 3 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 6 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 14 (5d10) |
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