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Trap Generator

Trap Generator




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Wind Trap

A fragile ceramic orb is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the orb to fall and shatter, triggering the trap 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. At level 1 the fans can push about 250 lbs, going up to 3000 lbs at level 20. Objects can be wedged into the fans to jam them, or shredded based on their durability. 1 (1d10) bludgeoning damage and knocked prone

Trigger: shatter, activates when a precariously balanced ceramic orb falls and shatters.

Countermeasures: A spell or other effect that can protect the orb from shattering, such as feather fall, will disarm the trap. A successful DC 15 Dexterity (Sleight of Hand) check will carefully remove the orb without breaking it. Disruptive effects like combat or running will vibrate the orb and cause it to fall.

Brimstone Floor

A doorknob is trapped to activate when it's turned the wrong way, which makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.

Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 2 (1d10) fire damage per turn.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

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 the door triggers the trap. Enough water to cover the area will douse the flames and make the coals safe to cross.

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)2 (1d4)7 (2d4)
Small (chest, lute)6 (1d6)12 (3d6)
Medium (barrel, chandelier)5 (1d8)23 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)30 (5d10)
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