Trap Generator
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Arrow Trap
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +3 to hit (or DC 11) against one target, 4 (1d10) piercing damage
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. Plugging the arrow holes with cloth or other material will prevent them from firing.
Beehive Trap
A door or chest is rigged to activate when opened, which opens a trapdoor in the ceiling and drops hives into the area. Angry wasps swarm and sting anyone and everyone. Bits of pulp are scattered about, and the ceiling is covered in stalactites or dense foliage.
Effect: Targets all creatures within 20 ft., hives drop from the ceiling, releasing an angry swarm of wasps that deal 5 (1d10) poison damage and DC 11 CON save or be poisoned for 1 hour.
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung
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) | 3 (1d4) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 27 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 34 (5d10) |
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