Kassoon

Trap Generator

Trap Generator




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Shrine of Chaos

This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a shoddy shrine in the middle of the area.

Effect: Targets all lawful creatures that touch it, DC 17 WIS save or take 23 (4d10) damage and become confused stunned for 1 (1d4) rounds

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 17) cast on the surface destroys the trap.

Whirling Poison Blades

A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which releases spinning blades in the floor or walls. The blades move back and forth along a track, cutting up anything or anyone in their path. There's tall arrowslits in the walls and tracks on the floor.

Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, 21 (4d10) slashing damage. Moves back and forth along a track.

Trigger: stuck door, a stuck door that must be broken down to pass.

Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids 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)3 (1d4)3 (2d4)
Small (chest, lute)5 (1d6)8 (3d6)
Medium (barrel, chandelier)4 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)23 (5d10)

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