Trap Generator
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Silent Image Trap
Multiple levers are rigged to activate when pulled that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +7 to hit (or DC 13) against one target, Casts Silent Image centered on the triggerer
Trigger: multiple levers, activates when the wrong lever is pulled.
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 it triggers the trap. Casting dispel magic (DC 13) on the trap will cancel the stored spell.
Concealed Pit
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. 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 when stepped on, DC 13 DEX save or take 3 (2d10) falling damage
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 13) cast on the surface destroys the trap. The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.
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) | 3 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 10 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 28 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

