Trap Generator

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Swinging Spike Wall
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 17 DEX save or take 43 (10d10) piercing damage.
Trigger: false riddle, activates when an easy riddle is answered correctly.
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 riddle. A successful dispel magic (DC 17) cast on the riddle destroys the trap.
Ice Spear Trap
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it causes ice to shoot out
Effect: +11 to hit against one target, DC 17 DEX save or take 49 (10d10) cold damage
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from mechanisms in the pedestal. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 20 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.
Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.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) | 6 (2d4) |
Small (chest, lute) | 4 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 28 (5d10) |
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