Trap Generator
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Flooded Tar Corridor
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 15 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 7 (2d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.
Spiked Net Trap
A doorknob is trapped to activate when it's turned the wrong way, which 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 15 STR save or become restrained and take 13 (2d10) poison damage, half on save
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door 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) | 1 (1d4) | 2 (2d4) |
| Small (chest, lute) | 3 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 31 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

