Trap Generator
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Burning Hands Trap
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 13) against one target, Casts Burning Hands centered on the triggerer
Trigger: lock trigger, activates when opened without the proper key.
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 the lock triggers the trap. Casting dispel magic (DC 13) on the trap will cancel the stored spell.
Falling Block
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or take 16 (2d10) damage
Trigger: lock trigger, activates when opened without the proper key.
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 the lock triggers the trap. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
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) | 3 (1d4) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 16 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 32 (5d10) |
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