Trap Generator
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Tar Pit
This trap uses a trip wire that opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.
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: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire 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.
Floor Spikes
This trap has a cover constructed from material identical to the floor around it that causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 12 DEX save or takes 7 (1d10) piercing damage.
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.
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) | 8 (2d4) |
| Small (chest, lute) | 4 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 21 (5d10) |
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