Trap Generator
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Double Pit with Poison Spikes
This trap is activated when a creature touches its surface, which causes the creature to fall through the floor into the hidden pit below. The pits are situated in a row so attempting to jump over the first pit will cause the creature to land in the second. 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 when stepped on, two hidden pits in a row, jumping over one causes the creature to land on the second. DC 17 DEX save or take 48 (10d10) falling damage
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 17) cast on the surface destroys the trap.
The pits can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.Flooded Lava Corridor
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 causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 17 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 49 (10d10) damage. If submerged, 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 10 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 20 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.
Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.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) | 4 (1d4) | 6 (2d4) |
Small (chest, lute) | 5 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 27 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 39 (5d10) |
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