Trap Generator

Trap Generator


Tar Pit

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key 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: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

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.

Dissonant Whispers 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 releases the spell stored within the trapped object.

Effect: +5 to hit against one target, Casts Dissonant Whispers centered on the trigger with DC 10 (if relevant)

Trigger: pedestal, activates when an idol or other object is removed from a pedestal.

Countermeasures: A successful DC 10 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 10 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.

Casting dispel magic (DC 10) on the trap will cancel the stored spell.

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)4 (1d4)5 (2d4)
Small (chest, lute)6 (1d6)13 (3d6)
Medium (barrel, chandelier)1 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)26 (5d10)

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