Trap Generator

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Earth Tremor Trap
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +6 to hit (or DC 14) against one target, Casts Earth Tremor centered on the triggerer
Trigger: button, a button 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. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
Crushing Walls
A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 13 (2d10) bludgeoning damage
Trigger: stuck door, a stuck door that must be broken down to pass.
Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
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) | 3 (2d4) |
Small (chest, lute) | 1 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 16 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 16 (5d10) |
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