Trap Generator

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Ice Dart Trap
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +11 to hit (or DC 14) against one target, DC 14 DEX save or take 28 (4d10) cold damage
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 20 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 lock triggers the trap. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
Swinging Spike Wall
A door knocker is part of a mechanism that triggers when the knocker is rotated and makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 24 (4d10) piercing damage.
Trigger: knocker, activates when the knocker on a locked door is used.
Countermeasures: A successful DC 20 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 modify it 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) | 4 (1d4) | 7 (2d4) |
Small (chest, lute) | 1 (1d6) | 9 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 34 (5d10) |
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