Trap Generator
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Spore Trap
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 opens vents in the floor and releases poisonous spores into the area. The area has a strange smell and is covered in mushrooms.
Effect: Targets all creatures within a 10 ft. square area, Poisonous spores are released which deal 20 (4d10) poison damage and DC 14 CON save or be poisoned for 1 hour.
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap. A strong gust of wind (at least 10mph) will disperse the spores.
Boiling Tar-Filled Room
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.
Effect: Initiative +3, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 16 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap. The doors can be opened with a DC 10 Dexterity check using thieves' tools.
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) | 4 (2d4) |
| Small (chest, lute) | 3 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 26 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

