Trap Generator
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Rune of Paralyzation
A lever is rigged to activate when pulled that activates a rune of power, paralyzing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 11 CON save or become paralyzed for 2 (1d4) rounds
Trigger: lever, 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 11) will dispel the runes.
Floor Spikes
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered which causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 4 (1d10) piercing damage.
Trigger: magic detection, activates when magic is detected in an area.
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 area. A successful dispel magic (DC 11) cast on the area 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) | 4 (1d4) | 3 (2d4) |
| Small (chest, lute) | 6 (1d6) | 11 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 21 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

