Trap Generator
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Falling Gate
A hallway is filled with ropes hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the ropes sway and makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.
Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 12 DEX save or takes 2 (1d10) bludgeoning damage.
Trigger: ropes, a number of ropes are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the ropes are connected to hinges which trigger the trap when moved. Burning or cutting the ropes without causing them to sway will disable the trap, if handling the ropes directly a successful DC 10 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. The gate can be destroyed with an AC and HP based on its material (see destroying traps below).
Arrow Trap
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +4 to hit (or DC 12) against one target, 7 (1d10) piercing damage
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Plugging the arrow holes with cloth or other material will prevent them from firing.
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) | 7 (2d4) |
| Small (chest, lute) | 3 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 24 (5d10) |
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