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Trap Generator

Trap Generator




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Steam Trap

A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which makes scalding hot steam fill the area via vents in the floor. The floor is perforated or mesh.

Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 4 (1d10) fire damage per turn.

Trigger: stuck door, a stuck door that must be broken down to pass.

Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap. A strong gust of wind (at least 10mph) will disperse the steam.

Rune of Fear

This trap has a cover constructed from material identical to the floor around it that activates a rune of power, fearing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 1 (1d4) rounds

Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 15 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Casting dispel magic (DC 10) will dispel the runes in the symbol.

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)6 (2d4)
Small (chest, lute)6 (1d6)14 (3d6)
Medium (barrel, chandelier)6 (1d8)29 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)26 (5d10)
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