Trap Generator
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Call Lightning Trap
Multiple levers are rigged to activate when pulled that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 17) against one target, Casts Call Lightning centered on the triggerer
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. Casting dispel magic (DC 17) on the trap will cancel the stored spell.
Rolling Boulder
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 17 DEX save or take 28 (4d10) bludgeoning damage and knocked prone
Trigger: magic detection, activates when magic is detected in an area.
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 17) cast on the area destroys the trap. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 17 Strength check. On a successful check, the object's speed is reduced by 15 feet.
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) | 2 (1d4) | 4 (2d4) |
| Small (chest, lute) | 2 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 32 (5d10) |
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