Trap Generator
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Man-Eating Plant
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby. All surfaces are covered in plants and foliage, except for a section of wall.
Effect: Initiative +1, +12 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 20 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 15 STR check.
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time.
Burning Snare
This trap has a cover constructed from material identical to the floor around it that causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 5 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 19 (4d6) bludgeoning damage.
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 15 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. The snare can be cut, but will cause the victim to fall if it's already been triggered.
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) | 4 (1d4) | 5 (2d4) |
| Small (chest, lute) | 5 (1d6) | 4 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 27 (5d10) |
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