Trap Generator
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Brimstone Floor
This trap is activated when an intruder steps on one of the alternating hidden pressure plates that makes flaming coals and brimstone fall through small slots in the walls and cover the floor. Bits of ash and charcoal litter the area.
Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 1 (1d10) fire damage per turn.
Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order. Enough water to cover the area will douse the flames and make the coals safe to cross.
Water-Filled Room
An enemy in disguise asks for help and triggers the trap when the PCs get close, which makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +3, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap. The doors can be opened with a DC 10 Dexterity check using thieves' tools.
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) | 4 (1d4) | 4 (2d4) |
| Small (chest, lute) | 6 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 21 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 40 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

