Trap Generator
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Sleet Storm Trap
This trap has a cover constructed from material identical to the floor around it that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 17) against one target, Casts Sleet Storm centered on the triggerer
Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.
Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Casting dispel magic (DC 17) on the trap will cancel the stored spell.
Poison Gas Trap
A hallway is filled with chains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the chains sway and causes pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.
Effect: Targets all creatures within a 10 ft. square area, DC 17 CON save or take 24 (4d10) poison damage
Trigger: chains, a number of chains are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check will find that the chains are connected to hinges which trigger the trap when moved. Burning or cutting the chains without causing them to sway will disable the trap, if handling the chains directly a successful DC 10 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. Plugging all the pipes with cloth or other material will prevent the gas from escaping.
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) | 3 (2d4) |
| Small (chest, lute) | 1 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 29 (5d10) |
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