Trap Generator
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Wind Trap
A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, 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. 4 (1d10) bludgeoning damage and knocked prone
Trigger: stuck door, a stuck door that must be broken down to pass.
Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap.
Poison Needle
This trap is activated when a creature touches its surface, which causes the needle to spring out, delivering a dose of poison. The object has a foul odor.
Effect: Targets any creature that touches it, Placed in lock or opening mechanism, dealing 5 (1d10) poison damage and DC 11 CON save or be poisoned for 1 hour.
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 11) cast on the surface destroys the trap. Destroying the mechanism will prevent the trap from triggering but also render the object unopenable.
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) | 1 (1d4) | 3 (2d4) |
| Small (chest, lute) | 1 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 26 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 31 (5d10) |
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