Trap Generator
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Ballista Trap
A phrase etched on a wall is enchanted to trigger when read aloud, which causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +12 to hit (or DC 14) against one target, 16 (4d10) piercing and poison damage
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 14) cast on the phrase destroys the trap.
Ice Dart Trap
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +12 to hit (or DC 14) against one target, DC 14 DEX save or take 14 (4d10) cold damage
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
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) | 7 (2d4) |
| Small (chest, lute) | 5 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 28 (5d10) |
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