Trap Generator
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Acid Spray
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which causes acid to spray from a hidden nozzle. The walls are covered in foliage or perforated stone.
Effect: Targets all creatures within a 20 ft. cone, DC 13 save or take 12 (4d10) acid damage for 2 (1d4) rounds
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap. Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.
Fire Spray
This trap is activated when an intruder steps on a hidden pressure plate 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 33 (4d10) fire damage
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. 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.
| 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) | 8 (2d4) |
| Small (chest, lute) | 5 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 34 (5d10) |
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