Trap Generator
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Rune of Fear
An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which activates a rune of power, fearing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 12 WIS save or become frightened for 3 (1d4) rounds
Trigger: enemy, an enemy in disguise asks for help.
Countermeasures: A successful DC 20 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap. Casting dispel magic (DC 12) will dispel the runes in the symbol.
Sacred Flame Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +5 to hit (or DC 12) against one target, Casts Sacred Flame centered on the triggerer
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap. Casting dispel magic (DC 12) on the trap will cancel the stored spell.
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) | 7 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 12 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 26 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!


