Trap Generator
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Falling Block
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or take 28 (4d10) damage
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 20 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. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
Burning Snare
Multiple levers are rigged to activate when pulled that causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 3 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 19 (4d6) bludgeoning damage.
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 20 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 it triggers the trap. The snare can be cut, but will cause the victim to fall if it's already been triggered.
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) | 6 (2d4) |
| Small (chest, lute) | 4 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 21 (5d10) |
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