Trap Generator
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Floor Spikes
A door or chest is rigged to activate when opened, which causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 10 DEX save or takes 6 (1d10) piercing 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 20 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.
Tar Pit
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 opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.
Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 20 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. Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.
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) | 2 (2d4) |
Small (chest, lute) | 5 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 20 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 28 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!
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