Trap Generator
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Burning Hands Trap
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit against one target, Casts Burning Hands centered on the trigger with DC 13 (if relevant)
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.
Casting dispel magic (DC 10) on the trap will cancel the stored spell.Rune of Confusion
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 activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 13 WIS save or become confused for 3 (1d4) rounds
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 10 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 10 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 10) will dispel the rune.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) | 2 (1d4) | 4 (2d4) |
Small (chest, lute) | 5 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 25 (4d8) |
Large (cart, 10x10 ft. window) | 1 (1d10) | 20 (5d10) |
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