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Trap Generator

Trap Generator




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Bear Trap

A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.

Effect: DC 15 to find, DC 15 to disable
+3 to hit against one target, the jaws of the trap clamp shut, dealing 2 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 12 STR check.

Trigger: light beam, a beam of light activates the trap when broken. The bear trap can be spotted with a DC 15 Wisdom (Perception) check and a DC 15 Dexterity check made with thieves' tools disables it.

Web Trap

This trap is activated when an intruder steps on a hidden pressure plate that causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 12 DEX save or restrained until a DC 12 STR save is made to break them free.

Trigger: pressure plate, activates when 20 or more pounds are placed on it.

Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 6 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing 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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)8 (2d4)
Small (chest, lute)3 (1d6)4 (3d6)
Medium (barrel, chandelier)7 (1d8)30 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)23 (5d10)

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