Trap Generator
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Spore Trap
This trap has a cover constructed from material identical to the floor around it that opens vents in the floor and releases poisonous spores into the area. The area has a strange smell and is covered in mushrooms.
Effect: Targets all creatures within a 10 ft. square area, Poisonous spores are released which deal 10 (2d10) poison damage and DC 14 CON save or be poisoned for 1 hour.
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 15 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.
A strong gust of wind (at least 10mph) will disperse the spores.Crushing Walls
A doorknob is trapped to activate when it's turned the wrong way, which causes the walls close in and crush anyone trapped between. There's crushed debris in the middle of the area, and scratches on the floor.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 17 (2d10) bludgeoning damage
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 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap.
A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.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) | 4 (1d6) | 6 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 21 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 24 (5d10) |
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