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Trap Generator

Trap Generator




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Flooded Acid Corridor

This trap uses a trip wire that causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.

Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 16 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 18 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the trip wire, and a DC 20 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. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.

Collapsing Ceiling

This trap has a cover constructed from material identical to the floor around it that collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.

Effect: Targets all creatures within a 10 ft. square area, DC 16 DEX save or take 23 (4d10) damage

Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 20 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. The supports holding up the section can be destroyed, triggering the trap from a safe distance.

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)4 (3d6)
Medium (barrel, chandelier)6 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)23 (5d10)
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