Trap Generator
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Rune of Confusion
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 12 WIS save or become confused for 4 (1d4) rounds
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
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 12) cast on the area destroys the trap. Casting dispel magic (DC 12) will dispel the rune.
Steam Trap
A doorknob is trapped to activate when it's turned the wrong way, which makes scalding hot steam fill the area via vents in the floor. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 10 (1d10) fire damage per turn.
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. A strong gust of wind (at least 10mph) will disperse the steam.
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) | 8 (2d4) |
| Small (chest, lute) | 4 (1d6) | 6 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 42 (5d10) |
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