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Trap Generator

Trap Generator




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Double Pit

This trap is activated when a creature touches its surface, which causes the creature to fall through the floor into the hidden pit below. The pits are situated in a row so attempting to jump over the first pit will cause the creature to land in the second. 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, two hidden pits in a row, jumping over one causes the creature to land on the second. DC 13 DEX save or take 11 (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 pits can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.

Spiked Net Trap

A doorknob is trapped to activate when it's turned the wrong way, which causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.

Effect: Targets all creatures within a 10 ft. square area, DC 13 STR save or become restrained and take 5 (2d10) poison damage, half on save

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.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)1 (1d4)4 (2d4)
Small (chest, lute)2 (1d6)18 (3d6)
Medium (barrel, chandelier)3 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)10 (5d10)
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