Trap Generator
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Symbol of Hypnosis
Multiple levers are rigged to activate when pulled that activates a rune of power, hypnotizing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 14 CON save or become incapacitated for 4 (1d4) rounds
Trigger: multiple levers, activates when the wrong lever is pulled.
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 it triggers the trap. Casting dispel magic (DC 14) will dispel the runes in the symbol.
Teleporter Crystal
This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.
Effect: Targets any creature that touches it, DC 14 WIS save or be teleported to another location
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 14) 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) | 3 (1d4) | 3 (2d4) |
Small (chest, lute) | 6 (1d6) | 11 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 6 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 24 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!
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