Trap Generator
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Electrified Floortile
A lever is rigged to activate when pulled that causes electricity to course through conductive poles in the floor and electrocute anyone standing on them. The floor is metal or has holes in it where the tops of the poles stick through.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 21 (4d10) lightning damage
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. The electricity will be drawn to metal and can be dampened by padding.
Idol of Law
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a pristine shrine in the middle of the area.
Effect: Targets all chaotic creatures that touch it, DC 15 WIS save or take 20 (4d10) damage and be stunned for 1 round
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 15) cast on the surface destroys 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) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 24 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 35 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

