Trap Generator

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Wind Trap
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards. The walls are perforated or mesh and have spikes.
Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards. At level 1 the fans can push about 250 lbs, going up to 3000 lbs at level 20. Objects can be wedged into the fans to jam them, or shredded based on their durability. 8 (1d10) bludgeoning damage and knocked prone
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 12) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Arrow Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +3 to hit (or DC 12) against one target, 3 (1d10) piercing damage
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Plugging the arrow holes with cloth or other material will prevent them from firing.
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) | 3 (2d4) |
Small (chest, lute) | 1 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 9 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 37 (5d10) |
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