Trap Generator
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Arrow Trap
This trap has a cover constructed from material identical to the floor around it that causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +4 to hit (or DC 10) against one target, 10 (1d10) piercing damage
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Plugging the arrow holes with cloth or other material will prevent them from firing.
Rune of Fear
A doorknob is trapped to activate when it's turned the wrong way, which activates a rune of power, fearing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 1 (1d4) rounds
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap. Casting dispel magic (DC 10) will dispel the runes in the symbol.
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) | 4 (2d4) |
| Small (chest, lute) | 6 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 29 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 24 (5d10) |
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