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Trap Generator

Trap Generator




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Burning Snare

A doorknob is trapped to activate when it's turned the wrong way, 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 14 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 2 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 9 (2d6) bludgeoning damage.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap. The snare can be cut, but will cause the victim to fall if it's already been triggered.

Faerie Fire Trap

A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +8 to hit (or DC 14) against one target, Casts Faerie Fire centered on the triggerer

Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.

Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. Casting dispel magic (DC 14) on the trap will cancel the stored spell.

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)3 (2d4)
Small (chest, lute)6 (1d6)10 (3d6)
Medium (barrel, chandelier)6 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)29 (5d10)
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