Trap Generator
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Grinder Trap
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.
Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 26 (4d10) damage on a failed DC 16 DEX save.
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 16) cast on the eye disables the trap. An unsuccessful check triggers the trap.
Earthslam Trap
A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.
Effect: +7 to hit (or DC 16) against one target, 23 (4d10) piercing damage
Trigger: lock trigger, activates when opened without the proper key.
Countermeasures: A successful DC 20 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 lock triggers the trap.
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) | 6 (2d4) |
| Small (chest, lute) | 5 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 25 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 27 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

