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Trap Generator

Trap Generator




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Burning Snare

A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.

Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 8 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 11 (2d6) bludgeoning damage.

Trigger: stuck door, a stuck door that must be broken down to pass.

Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap. The snare can be cut, but will cause the victim to fall if it's already been triggered.

Earthmaw Trap

A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.

Effect: +6 to hit (or DC 13) against one target, 14 (2d10) piercing damage

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 10 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers 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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)3 (1d4)6 (2d4)
Small (chest, lute)1 (1d6)14 (3d6)
Medium (barrel, chandelier)8 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)25 (5d10)
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