Trap Generator
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Earthmaw Trap
A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap which causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.
Effect: +8 to hit (or DC 15) against one target, 7 (2d10) piercing damage
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.
Flooded Tar Corridor
A barricade is holding back the trap and breaking it open causes the trap to trigger, which causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 15 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 14 (2d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.
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) | 1 (1d4) | 3 (2d4) |
| Small (chest, lute) | 5 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 24 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 17 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

