Trap Generator

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Swinging Log
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which makes the trap swing out from a hole in the ceiling, toppling anyone in its path. There's large holes in the ceiling.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 24 (4d10) damage and be knocked prone
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Concealed Pit
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. 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, DC 15 DEX save or take 19 (4d10) 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 pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.
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) | 2 (1d4) | 3 (2d4) |
Small (chest, lute) | 3 (1d6) | 15 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 22 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 29 (5d10) |
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