Trap Generator
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Chain Flail
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it causes large flails to swing. The ceiling is covered in holes and mechanisms.
Effect: Initiative +1, 1 attack per round, +6 to hit against all targets within 5 ft., 10 (2d10) bludgeoning damage and knocked prone
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.
Swinging Spike Wall
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 9 (2d10) piercing damage.
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms 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) | 2 (1d4) | 8 (2d4) |
Small (chest, lute) | 1 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 25 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 27 (5d10) |
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