Trap Generator
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Crushing Walls
A door or chest is rigged to activate when opened, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 18 (4d10) bludgeoning damage
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 10 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. A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.
Swinging Log
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which makes the trap swing out from a hole in the ceiling, toppling anyone in its path. There's large holes in the ceiling.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 20 (4d10) damage and be knocked prone
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap.
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) | 1 (1d4) | 3 (2d4) |
| Small (chest, lute) | 3 (1d6) | 12 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 34 (5d10) |
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