Trap Generator

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Boiling Tar-Filled Room
A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, which makes the doors slam shut and the area gradually fill with the caustic liquid. There's little puddles of the liquid about the area.
Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 13 (2d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach. The doors can be opened with a DC 15 Dexterity check using thieves' tools.
Ice Dart Trap
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +7 to hit (or DC 13) against one target, DC 13 DEX save or take 7 (2d10) cold damage
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.
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) | 8 (2d4) |
Small (chest, lute) | 5 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 43 (5d10) |
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