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Trap Generator

Trap Generator




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Wind Trap

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards. The walls are perforated or mesh and have spikes.

Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards. At level 1 the fans can push about 250 lbs, going up to 3000 lbs at level 20. Objects can be wedged into the fans to jam them, or shredded based on their durability. 2 (1d10) bludgeoning damage and knocked prone

Trigger: removal trigger, activates when a gem or other valuable item is removed.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

Bear Trap

A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap 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 10) against one target, the jaws of the trap clamp shut, dealing 4 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 10 STR check.

Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.

Countermeasures: A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it. 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.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)4 (2d4)
Small (chest, lute)3 (1d6)9 (3d6)
Medium (barrel, chandelier)1 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)22 (5d10)
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