Kassoon

Trap Generator

Trap Generator




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Rune of Confusion

A door or chest is rigged to activate when opened, which activates a rune of power, confusing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 14 WIS save or become confused for 3 (1d4) rounds

Trigger: door, activates when a door or chest is opened.

Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 15 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 rune.

Tar Pit

This trap is activated when an intruder steps on one of the alternating hidden pressure plates that opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.

Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.

Trigger: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.

Countermeasures: A successful DC 10 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.

Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.

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)2 (1d6)13 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)38 (5d10)

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