Trap Generator
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Poison Gas Trap
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 14 CON save or take 26 (4d10) poison damage
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Plugging all the pipes with cloth or other material will prevent the gas from escaping.
Crushing Walls
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 28 (4d10) bludgeoning damage
Trigger: lock trigger, activates when opened without the proper key.
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 lock triggers the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
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) | 3 (1d4) | 3 (2d4) |
| Small (chest, lute) | 3 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 26 (5d10) |
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