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Trap Generator

Trap Generator




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Concealed Pit with Spikes

This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.

Effect: Targets all creatures within a 10 ft. square area when stepped on, DC 15 DEX save or take 23 (4d10) falling damage

Trigger: touch trigger, activates when surface is touched by a creature.

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 surface. A successful dispel magic (DC 15) cast on the surface destroys the trap. The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.

Greater Acid Spray

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes acid to spray from a hidden nozzle. The walls are covered in foliage or perforated stone.

Effect: Targets all creatures within a 20 ft. cone, DC 15 save or take 30 (4d10) acid damage for 1 (1d4) rounds

Trigger: lock trigger, activates when opened without the proper key.

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 the lock triggers the trap. Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.

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)4 (1d4)5 (2d4)
Small (chest, lute)6 (1d6)13 (3d6)
Medium (barrel, chandelier)5 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)33 (5d10)
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