Trap Generator
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Create Water Trap
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 releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit (or DC 14) against one target, Casts Create Water centered on the triggerer
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 15 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. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Bane Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit (or DC 14) against one target, Casts Bane centered on the triggerer
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the area. A successful dispel magic (DC 14) cast on the area destroys the trap. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
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) | 1 (1d4) | 2 (2d4) |
| Small (chest, lute) | 6 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 33 (5d10) |
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