Trap Generator
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Water-Filled Room
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 20 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
The doors can be opened with a DC 10 Dexterity check using thieves' tools.Flooded Corridor
An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.
Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 12 DEX save or washed away by the rapid waters and smashed against the walls for 6 (1d10) bludgeoning damage
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 20 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap.
Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water 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) | 1 (1d4) | 7 (2d4) |
Small (chest, lute) | 6 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 13 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 28 (5d10) |
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