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Trap Generator

Trap Generator




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Runaway Cart

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.

Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 14 DEX save or take 13 (2d10) bludgeoning damage and knocked prone

Trigger: removal trigger, activates when a gem or other valuable item is removed.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful 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. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 14 Strength check. On a successful check, the object's speed is reduced by 15 feet.

Fire Spray

A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.

Effect: Targets all creatures within a 20 ft. cone, DC 14 DEX save or take 13 (2d10) fire damage

Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.

Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.

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)1 (1d4)4 (2d4)
Small (chest, lute)6 (1d6)7 (3d6)
Medium (barrel, chandelier)3 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)38 (5d10)
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