Trap Generator
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Burning Snare
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, DC 18 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 7 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 38 (10d6) bludgeoning damage.
Trigger: button, a button activates the trap when pushed.
Countermeasures: A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it. The snare can be cut, but will cause the victim to fall if it's already been triggered.
Altar of Law
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a pristine shrine in the middle of the area.
Effect: Targets all chaotic creatures that touch it, DC 18 WIS save or take 51 (10d10) damage and be stunned for 1 round
Trigger: touch trigger, activates when surface is touched by a creature.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 18) cast on the surface destroys the trap.
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) | 2 (1d4) | 4 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 24 (5d10) |
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