Trap Generator
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Brimstone Floor
This trap is activated when a creature touches its surface, which makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 11 (2d10) fire damage per turn.
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.
Enough water to cover the area will douse the flames and make the coals safe to cross.Ice Knife 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: +3 to hit against one target, Casts Ice Knife centered on the trigger with DC 13 (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 10 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 10) 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) | 1 (1d4) | 5 (2d4) |
Small (chest, lute) | 2 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 28 (5d10) |
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