Trap Generator
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Flooded Corridor
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 12 DEX save or washed away by the rapid waters and smashed against the walls for 7 (1d10) bludgeoning damage
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap. Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.
Arrow Trap
This trap has a cover constructed from material identical to the floor around it that 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 12) against one target, 5 (1d10) piercing damage
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Plugging the arrow holes with cloth or other material will prevent them from firing.
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) | 3 (2d4) |
| Small (chest, lute) | 2 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 8 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 28 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

