Kassoon

Trap Generator

Trap Generator




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Teleporter Crystal

This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.

Effect: Targets any creature that touches it, DC 11 WIS save or be teleported to another location

Trigger: touch trigger, activates when surface is touched by a creature.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 11) cast on the surface destroys the trap.

Floor Spikes

A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.

Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 2 (1d10) piercing damage.

Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.

Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 11) cast on the eye disables the trap. An unsuccessful check triggers the trap.

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)1 (1d4)2 (2d4)
Small (chest, lute)4 (1d6)14 (3d6)
Medium (barrel, chandelier)5 (1d8)21 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)31 (5d10)

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