Trap Generator
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Word of Radiance Trap
This trap has a cover constructed from material identical to the floor around it that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +4 to hit against one target, Casts Word of Radiance centered on the trigger with DC 12 (if relevant)
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 15 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.
Casting dispel magic (DC 15) on the trap will cancel the stored spell.Produce Flame Trap
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +4 to hit against one target, Casts Produce Flame centered on the trigger with DC 12 (if relevant)
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
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) | 4 (1d4) | 3 (2d4) |
Small (chest, lute) | 3 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 14 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 37 (5d10) |
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