Trap Generator
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Symbol of Hypnosis
A door or chest is rigged to activate when opened, which activates a rune of power, hypnotizing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 14 CON save or become incapacitated for 1 (1d4) rounds
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 10 Dexterity check using thieves' tools breaks the wire attached to the door harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Casting dispel magic (DC 14) will dispel the runes in the symbol.
Steam Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that 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 (2d10) fire damage per turn.
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. 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) | 4 (1d4) | 7 (2d4) |
| Small (chest, lute) | 4 (1d6) | 4 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 37 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

