Trap Generator

Trap Generator


Toll the Dead Trap

This trap has a cover constructed from material identical to the floor around it that releases the spell stored within the trapped object.

Effect: +5 to hit against one target, Casts Toll the Dead centered on the trigger with DC 10 (if relevant)

Trigger: cover, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 20 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

Casting dispel magic (DC 15) on the trap will cancel the stored spell.

Arrow Trap

This trap is activated when an intruder steps on one of the alternating hidden pressure plates that causes arrows to fire from small openings in the wall.

Effect: +5 to hit against one target, 3 (1d10) piercing damage

Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.

Countermeasures: A successful DC 20 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.

Plugging the arrow holes with cloth or other material will prevent them from firing.

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)3 (1d4)3 (2d4)
Small (chest, lute)5 (1d6)14 (3d6)
Medium (barrel, chandelier)4 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)32 (5d10)

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