Trap Generator
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Ice Dart 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 causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +8 to hit (or DC 13) against one target, DC 13 DEX save or take 16 (2d10) cold damage
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 10 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 13) cast on the eye disables the trap. An unsuccessful check 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.
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 13 WIS save or take 14 (2d10) 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 13) 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) | 4 (1d4) | 6 (2d4) |
| Small (chest, lute) | 2 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 25 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 40 (5d10) |
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