Trap Generator
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Acid Spray
An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which causes acid to spray from a hidden nozzle. The walls are covered in foliage or perforated stone.
Effect: Targets all creatures within a 20 ft. cone, DC 14 save or take 20 (2d10) acid damage for 1 (1d4) rounds
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. Attempting to destroy the trap causes the pipes to rupture and spray acid over the area.
Electrified Floortile
A door or chest is rigged to activate when opened, which causes electricity to course through conductive poles in the floor and electrocute anyone standing on them. The floor is metal or has holes in it where the tops of the poles stick through.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 11 (2d10) lightning damage
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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 electricity will be drawn to metal and can be dampened by padding.
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) | 6 (2d4) |
Small (chest, lute) | 2 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 25 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 23 (5d10) |
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