Trap Generator
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Grinder Trap
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.
Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 11 (2d10) damage on a failed DC 14 DEX save.
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 14) cast on the area destroys the trap.
Thunderstone Mine
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 14 DEX save or take 13 (2d10) thunder damage and become deafened for 4 (1d4) rounds
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 10 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap 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) | 3 (1d4) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 22 (5d10) |
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