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Trap Generator

Trap Generator




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Symbol of Hypnosis

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 activates a rune of power, hypnotizing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 12 CON save or become incapacitated for 4 (1d4) rounds

Trigger: curtains, a number of curtains are hanging from the ceiling that activate the trap when disturbed.

Countermeasures: A successful DC 10 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. Casting dispel magic (DC 12) will dispel the runes in the symbol.

Tar Pit

A doorknob is trapped to activate when it's turned the wrong way, which opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.

Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.

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. Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)3 (1d4)5 (2d4)
Small (chest, lute)6 (1d6)11 (3d6)
Medium (barrel, chandelier)1 (1d8)22 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)28 (5d10)
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