Trap Generator
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Rune of Fear
An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which activates a rune of power, fearing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 3 (1d4) rounds
Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers. Casting dispel magic (DC 10) will dispel the runes in the symbol.
Symbol of Hypnosis
A hallway is filled with ropes hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the ropes sway and activates a rune of power, hypnotizing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 CON save or become incapacitated for 3 (1d4) rounds
Trigger: ropes, a number of ropes are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the ropes are connected to hinges which trigger the trap when moved. Burning or cutting the ropes without causing them to sway will disable the trap, if handling the ropes 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. Casting dispel magic (DC 10) will dispel the runes in the symbol.
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) | 4 (1d4) | 3 (2d4) |
| Small (chest, lute) | 1 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 6 (4d8) |
| Large (cart, 10x10 ft. window) | 4 (1d10) | 21 (5d10) |
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