Trap Generator
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Concealed Pit
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. 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 when stepped on, DC 13 DEX save or take 8 (2d10) falling damage
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 13) cast on the surface destroys the trap.
The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.Chain Flail
A door or chest is rigged to activate when opened, which causes large flails to swing. The ceiling is covered in holes and mechanisms.
Effect: Initiative +3, 1 attack per round, +7 to hit against all targets within 5 ft., 16 (2d10) bludgeoning damage and knocked prone
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 10 Dexterity check using thieves' tools breaks the wire attached to the door harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
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) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 1 (1d10) | 24 (5d10) |
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