Trap Generator
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Flooded Corridor
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key 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 +1, 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 7 (1d10) bludgeoning damage
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers 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.Web Trap
A door knocker is part of a mechanism that triggers when the knocker is rotated and causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.
Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 12 DEX save or restrained until a DC 12 STR save is made to break them free.
Trigger: knocker, activates when the knocker on a locked door is used.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers the trap.
The webs can be set on fire to burn them away. Any creature within the burning webs takes 8 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.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) | 3 (1d4) | 4 (2d4) |
Small (chest, lute) | 6 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 18 (5d10) |
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