Trap Generator
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Tar Pit
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 opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.
Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 10 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. Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.
Bear Trap
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: +3 to hit (or DC 12) against one target, the jaws of the trap clamp shut, dealing 3 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 12 STR check.
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 10 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 12) cast on the eye disables the trap. An unsuccessful check triggers the trap. The bear trap can be spotted with a DC 10 Wisdom (Perception) check and a DC 15 Dexterity check made with thieves' tools disables it.
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) | 2 (2d4) |
| Small (chest, lute) | 3 (1d6) | 16 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 22 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 28 (5d10) |
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