Trap Generator
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Burning Snare
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 5 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 12 (2d6) bludgeoning damage.
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. The snare can be cut, but will cause the victim to fall if it's already been triggered.
Guillotine Blade
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which drops a guillotine blade from a slit in the ceiling. There are slits in the ceiling camouflaged with vines or chains.
Effect: +6 to hit (or DC 15) against one target, 12 (2d10) slashing damage
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 15) cast on the riddle destroys 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) | 4 (2d4) |
| Small (chest, lute) | 2 (1d6) | 12 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 23 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

