Trap Generator

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Tar Pit
A door or chest is rigged to activate when opened, which opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it.
Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 10 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.
Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.Net Trap
This trap is activated when an intruder steps on a hidden pressure plate that causes a camouflaged net to fall on any creature caught below.
Effect: Targets all creatures within a 10 ft. square area, DC 11 STR save or become restrained
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.
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) | 1 (1d4) | 6 (2d4) |
Small (chest, lute) | 4 (1d6) | 9 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 18 (5d10) |
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