Trap Generator
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Burning Snare
A hallway is filled with curtains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the curtains sway and 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 15 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 4 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 12 (4d6) bludgeoning damage.
Trigger: curtains, a number of curtains are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will find that the curtains are connected to hinges which trigger the trap when moved. Burning or cutting the curtains without causing them to sway will disable the trap, if handling the curtains directly a successful DC 20 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. The snare can be cut, but will cause the victim to fall if it's already been triggered.
Darkness Trap
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +12 to hit (or DC 15) against one target, Casts Darkness centered on the triggerer
Trigger: magic detection, activates when magic is detected in an area.
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 area. A successful dispel magic (DC 15) cast on the area destroys the trap. Casting dispel magic (DC 15) 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.
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) | 2 (1d4) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 24 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 31 (5d10) |
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