Trap Generator
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Tar Pit
This trap is activated when a creature touches its surface, which 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: touch trigger, activates when surface is touched by a creature.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 12) cast on the surface destroys the trap. 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.
Bear Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: +4 to hit (or DC 12) against one target, the jaws of the trap clamp shut, dealing 7 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 12 STR check.
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap. The bear trap can be spotted with a DC 10 Wisdom (Perception) check and a DC 15 Dexterity check made with thieves' tools disables it.
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) | 4 (1d4) | 4 (2d4) |
| Small (chest, lute) | 5 (1d6) | 12 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 23 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

