Trap Generator

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Concealed Pit
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. 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 when stepped on, DC 13 DEX save or take 20 (4d10) falling damage
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 13) cast on the surface destroys the trap. The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.
Runaway Cart
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or take 25 (4d10) bludgeoning damage and knocked prone
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 13 Strength check. On a successful check, the object's speed is reduced by 15 feet.
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) | 6 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 24 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 30 (5d10) |
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