Trap Generator
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Scythe Blade
An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which causes large scythe blades to emerge from slits in the wall and swing across the area. There are lots of tall arrowslits in the walls.
Effect: +7 to hit against all targets within a 5 ft. arc, 9 (2d10) slashing damage
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.
Burning Hands Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +7 to hit against one target, Casts Burning Hands centered on the trigger with DC 15 (if relevant)
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap.
Casting dispel magic (DC 15) 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) | 1 (1d4) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 17 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 14 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 21 (5d10) |
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