Trap Generator

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Arrow Wall
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes arrows to fire from small openings in the wall.
Effect: +3 to hit against one target, 11 (2d10) piercing damage
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 10 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.
Plugging the arrow holes with cloth or other material will prevent them from firing.Bane Trap
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that releases the spell stored within the trapped object.
Effect: +3 to hit against one target, Casts Bane centered on the trigger with DC 11 (if relevant)
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 10 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.
Casting dispel magic (DC 10) 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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