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Trap Generator

Trap Generator




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Fire Spray

An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.

Effect: Targets all creatures within a 20 ft. cone, DC 14 DEX save or take 16 (4d10) fire damage

Trigger: enemy, an enemy in disguise asks for help.

Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.

Box of Brown Mold

A doorknob is trapped to activate when it's turned the wrong way, which opens a box containing dangerous mold that immediately attacks. There's a small box next to the trigger.

Effect: Targets all creatures within 5 ft., DC 14 CON save or take 27 (4d10) poison damage and be poisoned for 2 hours

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap. Cold damage can destroy the mold, rendering the trap harmless.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)7 (2d4)
Small (chest, lute)6 (1d6)15 (3d6)
Medium (barrel, chandelier)3 (1d8)22 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)26 (5d10)
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