Trap Generator

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Double Pit
This trap is activated when a creature touches its surface, which causes the creature to fall through the floor into the hidden pit below. The pits are situated in a row so attempting to jump over the first pit will cause the creature to land in the second. 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, two hidden pits in a row, jumping over one causes the creature to land on the second. DC 15 DEX save or take 17 (2d10) 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 15) cast on the surface destroys the trap. The pits can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.
Fog Cloud Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +7 to hit (or DC 15) against one target, Casts Fog Cloud centered on the triggerer
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 area. A successful dispel magic (DC 15) cast on the area destroys the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
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) | 6 (2d4) |
Small (chest, lute) | 6 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 28 (5d10) |
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