Trap Generator

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Rune of Paralyzation
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and activates a rune of power, paralyzing the target.
DC 10 to find, DC 10 to disableTrigger: light beam, a beam of light activates the trap when broken. Casting dispel magic (DC 10) will dispel the runes.
Effect: Targets all creatures within 10 ft., DC 11 CON save or become paralyzed for 2 (1d4) rounds
Wind Trap
A lever is rigged to activate when pulled that activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards.
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.
Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards.
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) | 2 (1d4) | 4 (2d4) |
Small (chest, lute) | 6 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 3 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 3 (1d10) | 37 (5d10) |
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