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Trap Generator

Trap Generator




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Infestation Trap

A door knocker is part of a mechanism that triggers when the knocker is rotated and releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +3 to hit (or DC 11) against one target, Casts Infestation centered on the triggerer

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 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers the trap. Casting dispel magic (DC 11) on the trap will cancel the stored spell.

Web Trap

A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 11 DEX save or restrained until a DC 11 STR save is made to break them free.

Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 10 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 11) cast on the eye disables the trap. An unsuccessful check triggers the trap. The webs can be set on fire to burn them away. Any creature within the burning webs takes 3 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.

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)4 (2d4)
Small (chest, lute)5 (1d6)10 (3d6)
Medium (barrel, chandelier)5 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)29 (5d10)
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