Trap Generator
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Spiked Net Trap
A fragile porcelain vase is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the vase to fall and shatter, triggering the trap that causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.
Effect: Targets all creatures within a 10 ft. square area, DC 13 STR save or become restrained and take 16 (4d10) poison damage, half on save
Trigger: shatter, activates when a precariously balanced porcelain vase falls and shatters.
Countermeasures: A spell or other effect that can protect the vase from shattering, such as feather fall, will disarm the trap. A successful DC 15 Dexterity (Sleight of Hand) check will carefully remove the vase without breaking it. Disruptive effects like combat or running will vibrate the vase and cause it to fall.
Suggestion 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: +10 to hit (or DC 13) against one target, Casts Suggestion 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 13) cast on the area destroys the trap. Casting dispel magic (DC 13) on the trap will cancel the stored spell.
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) | 1 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 32 (5d10) |
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