Trap Generator
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Net Trap
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.
Effect: Targets all creatures within a 10 ft. square area, DC 11 STR save or become restrained
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
Flooded Corridor
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 11 DEX save or washed away by the rapid waters and smashed against the walls for 16 (2d10) bludgeoning damage
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 area. A successful dispel magic (DC 11) cast on the area destroys the trap.
Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.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) | 2 (2d4) |
Small (chest, lute) | 5 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 34 (5d10) |
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