Trap Generator
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Teleporter Crystal
This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.
Effect: Targets any creature that touches it, DC 10 WIS save or be teleported to another location
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 10) cast on the surface destroys the trap.
Flooded Corridor
A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 10 DEX save or washed away by the rapid waters and smashed against the walls for 2 (1d10) bludgeoning damage
Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 10 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach.
Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.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) | 3 (1d6) | 9 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 21 (5d10) |
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