Trap Generator
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Falling Door Trap
This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it. The door looks damaged and poorly made.
Effect: Targets any creature that touches it, DC 12 DEX save or take 5 (1d10) bludgeoning damage and knocked prone.
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 12) cast on the surface destroys the trap.
Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.Thunderclap Trap
A doorknob is trapped to activate when it's turned the wrong way, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit against one target, Casts Thunderclap centered on the trigger with DC 12 (if relevant)
Trigger: doorknob, activates when the doorknob is turned the wrong way.
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 door triggers the trap.
Casting dispel magic (DC 10) on the trap will cancel the stored spell.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) | 7 (2d4) |
Small (chest, lute) | 5 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 21 (5d10) |
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