Trap Generator

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Large Guillotine Blade
A hallway is filled with vines hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the vines sway and drops a guillotine blade from a slit in the ceiling.
Trigger: vines, a number of vines are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will find that the vines are connected to hinges which trigger the trap when moved. Burning or cutting the vines without causing them to sway will disable the trap, if handling the vines directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.
Effect: +12 to hit against one target, 59 (10d10) slashing damage
Flamethrower
A door or chest is rigged to activate when opened, which activates pipes in the walls that spew flames.
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 20 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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.
Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.Effect: Targets all creatures within a 20 ft. cone, DC 18 DEX save or take 48 (10d10) fire damage
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) | 4 (1d4) | 8 (2d4) |
Small (chest, lute) | 1 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 14 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 24 (5d10) |
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