Trap Generator

Trap Generator


Steam Trap

A doorknob is trapped to activate when it's turned the wrong way, 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 6 (1d10) damage per turn.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the mechanism to accommodate the trigger. A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the door. Unsuccessfully attempting to pick the door triggers the trap.

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

Fire Bolt Trap

An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which releases the spell stored within the trapped object.

Effect: +3 to hit against one target, Casts Fire Bolt centered on the trigger with a DC of 10 (if relevant)

Trigger: motion sensing eye, an enchanted eyeball watches over the area.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 10) cast on the eye disables the trap.

Casting dispel magic (DC 20) on the trap will cancel the stored spell.

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)4 (2d4)
Small (chest, lute)1 (1d6)16 (3d6)
Medium (barrel, chandelier)8 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)26 (5d10)

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