Trap Generator
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Arrow Trap
A door or chest is rigged to activate when opened, which causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +5 to hit against one target, 6 (1d10) piercing damage
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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.
Plugging the arrow holes with cloth or other material will prevent them from firing.Water-Filled Room
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +3, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.
The doors can be opened with a DC 15 Dexterity check using thieves' tools.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) | 1 (1d4) | 7 (2d4) |
Small (chest, lute) | 3 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 24 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 29 (5d10) |
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