Trap Generator
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Acid Spray
A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which causes acid to spray from a hidden nozzle. The walls are covered in foliage or perforated stone.
Effect: Targets all creatures within a 20 ft. cone, DC 14 save or take 16 (2d10) acid damage for 2 (1d4) rounds
Trigger: stuck door, a stuck door that must be broken down to pass.
Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap.
Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.Burning Snare
A phrase etched on a wall is enchanted to trigger when read aloud, which causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 6 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 5 (2d6) bludgeoning damage.
Trigger: forbidden phrase, activates when etched runes are read aloud.
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 phrase. A successful dispel magic (DC 14) cast on the phrase destroys the trap.
The snare can be cut, but will cause the victim to fall if it's already been triggered.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) | 2 (2d4) |
Small (chest, lute) | 1 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 19 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 12 (5d10) |
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