Trap Generator
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Rune of Confusion
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 11 WIS save or become confused for 1 (1d4) rounds
Trigger: motion sensing eye, an enchanted eyeball watches over the area.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 11) cast on the eye disables the trap.
Casting dispel magic (DC 10) will dispel the rune.Water-Filled Room
This trap uses a trip wire that makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +4, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a 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.
The doors can be opened with a DC 10 Dexterity check using thieves' tools.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) | 7 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 24 (5d10) |
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