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Trap Generator

Trap Generator




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Guillotine Blade

An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which drops a guillotine blade from a slit in the ceiling. There are slits in the ceiling camouflaged with vines or chains.

Effect: +6 to hit (or DC 13) against one target, 8 (2d10) slashing damage

Trigger: magic detection, activates when magic is detected in an area.

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 13) cast on the area destroys the trap.

Fire Spray

This trap is activated when an intruder steps on one of the alternating hidden pressure plates that activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.

Effect: Targets all creatures within a 20 ft. cone, DC 13 DEX save or take 14 (2d10) fire damage

Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.

Countermeasures: A successful DC 20 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.

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)3 (1d4)2 (2d4)
Small (chest, lute)6 (1d6)13 (3d6)
Medium (barrel, chandelier)3 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)37 (5d10)
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