Trap Generator
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Bear Trap
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: +4 to hit (or DC 12) against one target, the jaws of the trap clamp shut, dealing 6 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 12 STR check.
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. The bear trap can be spotted with a DC 10 Wisdom (Perception) check and a DC 15 Dexterity check made with thieves' tools disables it.
Brimstone Floor
A fragile porcelain statuette is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the statuette to fall and shatter, triggering the trap that makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 7 (1d10) fire damage per turn.
Trigger: shatter, activates when a precariously balanced porcelain statuette falls and shatters.
Countermeasures: A spell or other effect that can protect the statuette from shattering, such as feather fall, will disarm the trap. A successful DC 15 Dexterity (Sleight of Hand) check will carefully remove the statuette without breaking it. Disruptive effects like combat or running will vibrate the statuette and cause it to fall. Enough water to cover the area will douse the flames and make the coals safe to cross.
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.
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
| Size | HP (Fragile) | HP (Resilient) |
|---|---|---|
| Tiny (bottle, lock) | 4 (1d4) | 6 (2d4) |
| Small (chest, lute) | 1 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 17 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!


