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Trap Generator

Trap Generator




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Runaway Cart

An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.

Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or take 24 (4d10) bludgeoning damage and knocked prone

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. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 13 Strength check. On a successful check, the object's speed is reduced by 15 feet.

Earthmaw Trap

A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, 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: +12 to hit (or DC 13) against one target, 19 (4d10) piercing damage

Trigger: false riddle, activates when an easy riddle is answered correctly.

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 riddle. A successful dispel magic (DC 13) cast on the riddle destroys the trap.

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)4 (1d4)3 (2d4)
Small (chest, lute)6 (1d6)5 (3d6)
Medium (barrel, chandelier)8 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)28 (5d10)
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