Trap Generator
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Blink Trap
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 16) against one target, Casts Blink centered on the triggerer
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. Casting dispel magic (DC 16) on the trap will cancel the stored spell.
Shrine of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 16 WIS save or take 18 (4d10) damage
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 16) cast on the surface destroys 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) | 4 (1d6) | 14 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 37 (5d10) |
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