When used to navigate, a cursed amber attenuator blocks junctions and side tunnels while traveling underground or on the Amber Roads, covering the openings with illusions of walls and barriers seamlessly blended into the existing passageway. The image is projected to all creatures within 100 ft. of the bearer, but only the creature who has possession of the cursed amber attenuator can break the illusion (any other creature that tries to touch an illusory wall or barrier treats it as real). A cursed amber attenuator always leads its user to the closest aggressive monster instead of the correct path to reach their destination; this increases the chance of a random encounter by 10% every thirty minutes traveled. A DC 18 Will save allows the bearer to see through an illusion created by the cursed amber attenuator (this save may be attempted every time the bearer physically interacts with an illusory wall).
Hat Rip Trap CR 6 Type magic; Perception DC 30; Disable Device DC 30 Trigger location; Reset none Effect spell effect (greater command to cause targets to remove and destroy headgear, DC 17 Will save negates); multiple targets (up to 9 targets within 70 ft.)
One particular zwerc mage could not forgive his rival for stealing a spell of his invention, taking so great an umbrage that he crafted a contraption that saw him instantly banned from Shlyappa. To exact revenge he threw a grand party in honor of his nemesis and invited a veritable who’s who of guests to attend as well (along with many of his foe’s spell-casting friends). At several places both inside and outside he placed well concealed hat rip traps that commanded the targets to remove their headgear—and destroy the beloved chapeaus, instantly causing many to violate one of the settlement’s taboos! Before being cast out of the enclave, the wizard set many more of these traps throughout the tunnels as revenge and some still appear from time to time.