Trap Generator
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Flooded Corridor
A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which 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 +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 14 DEX save or washed away by the rapid waters and smashed against the walls for 13 (2d10) bludgeoning damage
Trigger: false riddle, activates when an easy riddle is answered correctly.
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 riddle. A successful dispel magic (DC 14) cast on the riddle 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.Wind Trap
This trap is activated when an intruder steps on a hidden pressure plate that activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards. The walls are perforated or mesh and have spikes.
Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards.
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.
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) | 4 (2d4) |
Small (chest, lute) | 5 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 23 (5d10) |
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