Trap Generator

Trap Generator


Magic Missle Trap

A lever is rigged to activate when pulled that activates a magic imbued trap that casts magic missile at the target.

Effect: One target, 7 (1d10) force damage

Trigger: lever, activates when the wrong lever is pulled.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from connections in the lever's mechanism to it. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the lever useless, or connecting it to some other mechanism. Unsuccessfully attempting to pick the lever triggers the trap.

Casting dispel magic (DC 15) will prevent the missiles from firing.

Steam Trap

A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge, making it look like the rope needs to be climbed to continue. In reality the trap is triggered when the rope is pulled, which makes scalding hot steam fill the area via vents in the floor.

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 5 (1d10) damage per turn.

Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.

Countermeasures: A successful DC 15 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach.

A strong gust of wind (at least 10mph) will disperse the steam.

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)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)6 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)15 (5d10)

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