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Trap Generator

Trap Generator




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Ice Dart Trap

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.

Effect: +8 to hit (or DC 13) against one target, DC 13 DEX save or take 15 (2d10) cold damage

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

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. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.

Burning Snare

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.

Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 4 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 6 (2d6) bludgeoning damage.

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

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 snare can be cut, but will cause the victim to fall if it's already been triggered.

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)7 (2d4)
Small (chest, lute)3 (1d6)7 (3d6)
Medium (barrel, chandelier)1 (1d8)11 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)33 (5d10)
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