Trap Generator
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Web Trap
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.
Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 11 DEX save or restrained until a DC 11 STR save is made to break them free.
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 10 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. The webs can be set on fire to burn them away. Any creature within the burning webs takes 4 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.
Fire Bolt Trap
An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +4 to hit (or DC 11) against one target, Casts Fire Bolt centered on the triggerer
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 20 Dexterity check using thieves' tools disarms the trap. Casting dispel magic (DC 11) 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.
| 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) | 5 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 14 (5d10) |
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