Trap Generator
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Runaway Cart
A doorknob is trapped to activate when it's turned the wrong way, which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 15 DEX save or take 19 (4d10) bludgeoning damage and knocked prone
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 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 the door triggers the trap. The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 15 Strength check. On a successful check, the object's speed is reduced by 15 feet.
Flooded Tar Corridor
This trap is activated when a creature touches its surface, which causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.
Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 15 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 16 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
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 15) cast on the surface destroys the trap. Climbing the walls, running away to higher ground before the liquid reaches them, or securely anchoring themselves will prevent the liquid from washing them away.
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) | 3 (2d4) |
| Small (chest, lute) | 5 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 18 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

