Trap Generator
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Electrified Lever
This trap is activated when a creature touches its surface, which delivers a dangerous surprise to anyone touching the lever.
Effect: Targets any creature that touches it, 8 (1d10) damage and DC 11 CON save or stunned for 1 round
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 11) cast on the surface destroys the trap. Attempting to destroy the lever will trigger the trap, activating the lever at range (such as with Mage Hand) can trigger the trap from a safe distance.
Water-Filled Room
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. The doors can be opened with a DC 15 Dexterity check using thieves' tools.
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) | 6 (2d4) |
| Small (chest, lute) | 6 (1d6) | 17 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 12 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 26 (5d10) |
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