Trap Generator
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Floor Spikes
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 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 10 DEX save or takes 5 (1d10) piercing damage.
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 20 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.
Falling Gate
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.
Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 10 DEX save or takes 4 (1d10) bludgeoning damage.
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 20 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 gate can be destroyed with an AC and HP based on its material (see destroying traps below).
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) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 5 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 38 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

