Trap Generator
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Swinging Spike Wall
A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap which makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 13 DEX save or take 4 (2d10) piercing damage.
Trigger: button, a button activates the trap when pushed.
Countermeasures: A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.
Ballista Trap
A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap which causes a hidden ballista to fire. There are lots of tall arrowslits in the walls.
Effect: +6 to hit (or DC 13) against one target, 18 (2d10) piercing and poison damage
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.
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) | 5 (2d4) |
| Small (chest, lute) | 1 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 30 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

