Trap Generator
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Runaway Cart
This trap is activated when a creature touches its surface, which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or take 10 (2d10) bludgeoning damage and knocked prone
Trigger: touch trigger, activates when surface is touched by a creature.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 13) cast on the surface destroys the trap.
The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 13 Strength check. On a successful check, the object's speed is reduced by 15 feet.Ballista Trap
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +8 to hit against one target, 7 (2d10) piercing and poison damage
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap 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) | 4 (1d4) | 4 (2d4) |
Small (chest, lute) | 6 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 22 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 26 (5d10) |
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