Trap Generator
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Arrow Trap
This trap is activated when an intruder steps on a hidden pressure plate that causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.
Effect: +4 to hit (or DC 12) against one target, 3 (1d10) piercing damage
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 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. Plugging the arrow holes with cloth or other material will prevent them from firing.
Wind Trap
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards. The walls are perforated or mesh and have spikes.
Effect: DC 10 to find, DC 10 to disable
Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards. At level 1 the fans can push about 250 lbs, going up to 3000 lbs at level 20. Objects can be wedged into the fans to jam them, or shredded based on their durability. 1 (1d10) bludgeoning damage and knocked prone
Trigger: light beam, a beam of light activates the trap when broken.
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) | 5 (2d4) |
| Small (chest, lute) | 2 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 28 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 31 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

