Trap Generator
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Teleporter Crystal
This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.
Effect: Targets any creature that touches it, DC 12 WIS save or be teleported to another location
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 12) cast on the surface destroys the trap.
Tar Pit
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 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: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 10 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. 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) | 6 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 16 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 30 (5d10) |
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