Trap Generator
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Acid Fog Trap
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which causes hidden pipes to spew out an acid fog, obscuring the area and burning anyone inside. The area is a little foggy and there's exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, heavily obscures sight and each turn in the fog deals 11 (2d10) acid damage
Trigger: magic detection, activates when magic is detected in an area.
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 area. A successful dispel magic (DC 13) cast on the area destroys the trap. A strong gust of wind (at least 10mph) will disperse the fog.
Thunderstone Mine
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 detonates a thunder mine buried under the floor. The floor is pocked with small craters.
Effect: Targets all creatures within 20 ft., DC 13 DEX save or take 9 (2d10) thunder damage and become deafened for 4 (1d4) rounds
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
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) | 2 (1d4) | 8 (2d4) |
| Small (chest, lute) | 6 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 29 (5d10) |
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