Trap Generator

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Wind Trap
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards. The walls are perforated or mesh and have spikes.
Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards. At level 1 the fans can push about 250 lbs, going up to 3000 lbs at level 20. Objects can be wedged into the fans to jam them, or shredded based on their durability. 6 (1d10) bludgeoning damage and knocked prone
Trigger: false riddle, activates when an easy riddle is answered correctly.
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 riddle. A successful dispel magic (DC 11) cast on the riddle destroys the trap.
Steam Trap
A phrase etched on a wall is enchanted to trigger when read aloud, which makes scalding hot steam fill the area via vents in the floor. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 6 (1d10) fire damage per turn.
Trigger: forbidden phrase, activates when etched runes are read aloud.
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 phrase. A successful dispel magic (DC 11) cast on the phrase destroys the trap. A strong gust of wind (at least 10mph) will disperse the steam.
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) | 2 (1d4) | 5 (2d4) |
Small (chest, lute) | 2 (1d6) | 4 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 20 (5d10) |
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