Trap Generator

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Burning Hands Trap
An enemy in disguise asks for help 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: +7 to hit (or DC 15) against one target, Casts Burning Hands centered on the triggerer
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
Crushing Walls
A doorknob is trapped to activate when it's turned the wrong way, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 11 (2d10) bludgeoning damage
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
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) | 6 (2d4) |
Small (chest, lute) | 6 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 23 (5d10) |
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