Trap Generator
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Scythe Blade
An enemy in disguise asks for help and triggers the trap when the PCs get close, which causes large scythe blades to emerge from slits in the wall and swing across the area. There are lots of tall arrowslits in the walls.
Effect: +11 to hit against all targets within a 5 ft. arc, 17 (4d10) slashing damage
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 20 Dexterity check using thieves' tools disarms the trap.
False Stairs
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 19 (4d10) damage and be knocked prone
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.
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) | 6 (2d4) |
| Small (chest, lute) | 6 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 34 (5d10) |
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