Trap Generator
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Water-Filled Room
A door knocker is part of a mechanism that triggers when the knocker is rotated and makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +4, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: knocker, activates when the knocker on a locked door is used.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers the trap.
The doors can be opened with a DC 10 Dexterity check using thieves' tools.Floor Spikes
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 causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 4 (1d10) piercing damage.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 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) | 4 (1d4) | 6 (2d4) |
Small (chest, lute) | 4 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 30 (5d10) |
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