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Trap Generator

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: +5 to hit (or DC 10) against one target, 2 (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 15 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.

Rune of Fear

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key activates a rune of power, fearing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 4 (1d4) rounds

Trigger: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap. Casting dispel magic (DC 10) will dispel the runes in the symbol.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)2 (1d4)7 (2d4)
Small (chest, lute)6 (1d6)13 (3d6)
Medium (barrel, chandelier)3 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)24 (5d10)
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