Trap Generator
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Poison Needle
This trap is activated when a creature touches its surface, which causes the needle to spring out, delivering a dose of poison. The object has a foul odor.
Effect: Targets any creature that touches it, Placed in lock or opening mechanism, dealing 3 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.
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 10) cast on the surface destroys the trap. Destroying the mechanism will prevent the trap from triggering but also render the object unopenable.
Tar Pit
A hallway is filled with vines hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the vines sway and 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: vines, a number of vines are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the vines are connected to hinges which trigger the trap when moved. Burning or cutting the vines without causing them to sway will disable the trap, if handling the vines directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. 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) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 5 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 22 (5d10) |
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