Trap Generator
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Net Trap
This trap uses a trip wire that causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.
Effect: Targets all creatures within a 10 ft. square area, DC 12 STR save or become restrained
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Web Trap
A doorknob is trapped to activate when it's turned the wrong way, which 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: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap.
The webs can be set on fire to burn them away. Any creature within the burning webs takes 5 (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) | 4 (1d4) | 8 (2d4) |
Small (chest, lute) | 5 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 4 (1d10) | 29 (5d10) |
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