Trap Generator
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Fire Spray
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.
Effect: DC 10 to find, DC 10 to disable
Targets all creatures within a 20 ft. cone, DC 14 DEX save or take 17 (2d10) fire damage
Trigger: light beam, a beam of light activates the trap when broken. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.
False Stairs
A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 16 (2d10) damage and be knocked prone
Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.
Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 10 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.
A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.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) | 5 (2d4) |
Small (chest, lute) | 2 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 30 (5d10) |
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