Trap Generator
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Rune of Paralyzation
A doorknob is trapped to activate when it's turned the wrong way, which activates a rune of power, paralyzing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 12 CON save or become paralyzed for 1 (1d4) rounds
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 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. Casting dispel magic (DC 12) will dispel the runes.
Water-Filled Room
A hallway is filled with curtains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the curtains sway and makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +3, 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: curtains, a number of curtains are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the curtains are connected to hinges which trigger the trap when moved. Burning or cutting the curtains without causing them to sway will disable the trap, if handling the curtains directly a successful DC 10 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely. 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) | 1 (1d4) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 16 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 19 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 20 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

