Trap Generator

Trap Generator


Thunderstone Mine

An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which detonates a thunder mine under the floor.

Effect: Targets all creatures within 20 ft., DC 13 DEX save or take 14 (2d10) thunder damage and become deafened for 4 (1d4) rounds

Trigger: enemy, an enemy in disguise asks for help.

Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.

Spiked Net Trap

A phrase etched on a wall is enchanted to trigger when read aloud, which causes a camouflaged net to fall on any creature caught below.

Effect: Targets all creatures within a 10 ft. square area, DC 13 STR save or become restrained and take 10 (2d10) poison damage, half on save

Trigger: forbidden phrase, activates when etched runes are read aloud.

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 phrase. A successful dispel magic (DC 13) cast on the phrase 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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)4 (2d4)
Small (chest, lute)5 (1d6)12 (3d6)
Medium (barrel, chandelier)6 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)33 (5d10)

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