Trap Generator
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Rolling Boulder
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 17 DEX save or take 19 (4d10) bludgeoning damage and knocked prone
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 17) cast on the eye disables the trap. An unsuccessful check triggers the trap. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 17 Strength check. On a successful check, the object's speed is reduced by 15 feet.
Shrine of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 17 WIS save or take 26 (4d10) 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 17) cast on the surface destroys the trap.
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) | 3 (1d4) | 6 (2d4) |
| Small (chest, lute) | 2 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 16 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 27 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

