Trap Generator
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Earthmaw Trap
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.
Effect: +10 to hit (or DC 14) against one target, 21 (4d10) piercing damage
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 10 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Mind Spike Trap
A phrase etched on a wall is enchanted to trigger when read aloud, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +10 to hit (or DC 14) against one target, Casts Mind Spike centered on the triggerer
Trigger: forbidden phrase, activates when etched runes are read aloud.
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 phrase. A successful dispel magic (DC 14) cast on the phrase destroys the trap. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
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) | 4 (1d4) | 3 (2d4) |
| Small (chest, lute) | 1 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 35 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

