Trap Generator
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Burning Snare
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that causes a snare to wrap around their leg and lift them into the air. 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, DC 18 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 7 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 13 (4d6) bludgeoning damage.
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.
The snare can be cut, but will cause the victim to fall if it's already been triggered.Spring Trap
A hallway is filled with vines hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the vines sway and triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.
Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 18 DEX save or take 18 (4d10) damage
Trigger: vines, a number of vines are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will find that the vines are connected to hinges which trigger the trap when moved. Burning or cutting the vines without causing them to sway will disable the trap, if handling the vines directly a successful DC 20 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.
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) | 4 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 23 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 34 (5d10) |
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