Trap Generator
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Moonbeam Trap
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +11 to hit (or DC 15) against one target, Casts Moonbeam centered on the triggerer
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check triggers the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
Guillotine Blade
Multiple levers are rigged to activate when pulled that drops a guillotine blade from a slit in the ceiling. There are slits in the ceiling camouflaged with vines or chains.
Effect: +11 to hit (or DC 15) against one target, 25 (4d10) slashing damage
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
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) | 1 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 17 (5d10) |
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