Trap Generator
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Brimstone Floor
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 5 (1d10) fire damage per turn.
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. Enough water to cover the area will douse the flames and make the coals safe to cross.
Acid Splash Trap
A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +4 to hit (or DC 11) against one target, Casts Acid Splash centered on the triggerer
Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.
Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 10 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless. Casting dispel magic (DC 11) 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) | 3 (1d4) | 4 (2d4) |
| Small (chest, lute) | 6 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 28 (5d10) |
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