Trap Generator
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Ice Dart Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +8 to hit (or DC 13) against one target, DC 13 DEX save or take 18 (2d10) cold damage
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 20 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
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.Flooded Tar Corridor
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that 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 +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 11 (2d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 20 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
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) | 14 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 38 (5d10) |
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