Trap Generator
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Flooded Acid Corridor
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which 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 18 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 43 (10d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 18) cast on the eye disables the trap. An unsuccessful check triggers the trap.
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.Burning Snare
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: DC 20 to find, DC 15 to disable
Targets all creatures within a 10 ft. square area, DC 18 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 7 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 40 (10d6) bludgeoning damage.
Trigger: light beam, a beam of light activates the trap when broken. The snare can be cut, but will cause the victim to fall if it's already been triggered.
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) | 7 (2d4) |
Small (chest, lute) | 6 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 12 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 23 (5d10) |
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