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Trap Generator

Trap Generator




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Floor Spikes

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.

Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 12 DEX save or takes 7 (2d10) piercing damage.

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

Countermeasures: A successful DC 10 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.

Wind Trap

This trap is activated when an intruder steps on a hidden pressure plate 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. 7 (2d10) bludgeoning damage and knocked prone

Trigger: pressure plate, activates when 20 or more pounds are placed on it.

Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.

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)1 (1d4)5 (2d4)
Small (chest, lute)2 (1d6)7 (3d6)
Medium (barrel, chandelier)8 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)24 (5d10)
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