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Trap Generator

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Net Trap
A lever is rigged to activate when pulled that causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.
Effect: Targets all creatures within a 10 ft. square area, DC 11 STR save or become restrained
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 15 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.
Magic Missle Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates a magic imbued trap that casts magic missile at the target. The surface is covered with arcane symbols and writings.
Effect: One target, 2 (1d10) force damage
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Casting dispel magic (DC 11) will prevent the missiles from firing.
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) | 1 (1d4) | 8 (2d4) |
Small (chest, lute) | 3 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 20 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!