Trap Generator
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Create Water Trap
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +6 to hit (or DC 13) against one target, Casts Create Water centered on the triggerer
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Casting dispel magic (DC 13) on the trap will cancel the stored spell.Runaway Cart
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that 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 +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or take 11 (2d10) bludgeoning damage and knocked prone
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
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 13 Strength check. On a successful check, the object's speed is reduced by 15 feet.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) | 4 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 14 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 35 (5d10) |
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