Trap Generator
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Collapsing Ceiling
A lever is rigged to activate when pulled that collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 14 (4d10) damage
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
The supports holding up the section can be destroyed, triggering the trap from a safe distance.Poison Gas Trap
Multiple levers are rigged to activate when pulled that causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 15 CON save or take 24 (4d10) poison damage
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
Plugging all the pipes with cloth or other material will prevent the gas from escaping.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) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 4 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 11 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 23 (5d10) |
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