Trap Generator

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Push Trap
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which causes the wall along a narrow ledge to push out, forcing intruders off the ledge and into the pit below. There's a narrow ledge overlooking a hazard.
Effect: Targets all creatures within a 10 ft. square area, the wall pushes out along a narrow ledge, pushing targets into the pit below which deals 5 (2d10) damage.
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 15 Dexterity check using thieves' tools disarms the trap.
Piranha Tank
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that opens the floor into a water tank filled with hungry piranhas. The floor is covered in rectangular panels, about 3x6' to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, targets are dropped into a water tank filled with starving piranha which swarm and bite, dealing 9 (2d10) piercing damage each round.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire 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. The piranhas will eventually get full after they've consumed 2 full-sized bodies worth of meat. Freezing the water will kill the piranha and allow safe passage over top.
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) | 3 (1d4) | 3 (2d4) |
Small (chest, lute) | 5 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 30 (5d10) |
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