Trap Generator
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Idol of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 14 WIS save or take 8 (2d10) damage
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 14) cast on the surface destroys the trap.
Swinging Spike Wall
This trap is activated when an intruder steps on a hidden pressure plate that makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 12 (2d10) piercing damage.
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.
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) | 4 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 12 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 14 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!


