Trap Generator
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False Stairs with a spike pit
This trap has a cover constructed from material identical to the floor around it that causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 29 (4d10) damage and be knocked prone
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.
A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.Ice Spear Trap
This trap uses a trip wire that causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.
Effect: +6 to hit against one target, DC 15 DEX save or take 12 (4d10) cold damage
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire 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 the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.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) | 3 (1d4) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 24 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 33 (5d10) |
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