Trap Generator
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Rune of Paralyzation
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates a rune of power, paralyzing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 CON save or become paralyzed for 1 (1d4) rounds
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Casting dispel magic (DC 10) will dispel the runes.Net Trap
A doorknob is trapped to activate when it's turned the wrong way, which causes a camouflaged net to fall on any creature caught below. The ceiling is covered in stalactites or vines to conceal it.
Effect: Targets all creatures within a 10 ft. square area, DC 10 STR save or become restrained
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 10 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.
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) | 1 (1d4) | 6 (2d4) |
Small (chest, lute) | 5 (1d6) | 14 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 23 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 36 (5d10) |
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