Trap Generator

Trap Generator



A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge, making it look like the rope needs to be climbed to continue. In reality the trap is triggered when the rope is pulled, which activates pipes in the walls that spew flames.

Effect: Targets all creatures within a 20 ft. cone, DC 18 DEX save or take 41 (10d10) fire damage

Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.

Countermeasures: A successful DC 20 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach.

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.

Crushing Walls

An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which causes the walls close in and crush anyone trapped between.

Effect: Targets all creatures within a 10 ft. square area, DC 18 DEX save or take 39 (10d10) damage

Trigger: enemy, an enemy in disguise directs the PCs into the trap.

Countermeasures: A successful DC 20 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.

A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.

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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)6 (2d4)
Small (chest, lute)4 (1d6)10 (3d6)
Medium (barrel, chandelier)5 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)18 (5d10)

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