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 8 (2d10) poison damage and DC 14 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 14) cast on the surface destroys the trap. Destroying the mechanism will prevent the trap from triggering but also render the object unopenable.
Rune of Confusion
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 activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 14 WIS save or become confused for 2 (1d4) rounds
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 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Casting dispel magic (DC 14) will dispel the rune.
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) | 3 (1d4) | 7 (2d4) |
Small (chest, lute) | 2 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 6 (1d10) | 33 (5d10) |
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