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Trap Generator

Trap Generator




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Darkness Trap

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +10 to hit (or DC 15) against one target, Casts Darkness centered on the triggerer

Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.

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 15) cast on the area destroys the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.

Swinging Spike Wall

A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which 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 15 DEX save or take 31 (4d10) piercing damage.

Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.

Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check 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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)1 (1d4)4 (2d4)
Small (chest, lute)6 (1d6)11 (3d6)
Medium (barrel, chandelier)7 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)32 (5d10)
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