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 11 DEX save or take 3 (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 11) 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.Floor Spikes
A door knocker is part of a mechanism that triggers when the knocker is rotated and causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 1 (1d10) piercing damage.
Trigger: knocker, activates when the knocker on a locked door is used.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers the trap.
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) | 5 (2d4) |
Small (chest, lute) | 2 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 1 (1d10) | 31 (5d10) |
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