Trap Generator
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Arrow Trap
A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +4 to hit against one target, 1 (1d10) piercing damage
Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.
Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 10 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.
Plugging the arrow holes with cloth or other material will prevent them from firing.Falling Gate
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.
Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 11 DEX save or takes 8 (1d10) bludgeoning damage.
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap.
The gate can be destroyed with an AC and HP based on its material (see destroying traps below).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) | 6 (2d4) |
Small (chest, lute) | 5 (1d6) | 6 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 12 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 20 (5d10) |
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