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Trap Generator

Trap Generator




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Create Water Trap

An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +4 to hit (or DC 12) against one target, Casts Create Water centered on the triggerer

Trigger: pedestal, activates when an idol or other object is removed from a pedestal.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap. Casting dispel magic (DC 12) on the trap will cancel the stored spell.

Catapult Trap

This trap uses a trip wire that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +4 to hit (or DC 12) against one target, Casts Catapult centered on the triggerer

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. Casting dispel magic (DC 12) 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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)5 (2d4)
Small (chest, lute)1 (1d6)4 (3d6)
Medium (barrel, chandelier)3 (1d8)14 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)18 (5d10)
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