Kassoon

Trap Generator

Trap Generator




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Idol of Law

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

Effect: Targets all chaotic creatures that touch it, DC 14 WIS save or take 18 (4d10) damage and be stunned for 1 round

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 14) cast on the surface destroys the trap.

Spring Trap

Multiple levers are rigged to activate when pulled that triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.

Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 14 DEX save or take 29 (4d10) damage

Trigger: multiple levers, activates when the wrong lever is pulled.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it 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)3 (1d4)5 (2d4)
Small (chest, lute)4 (1d6)15 (3d6)
Medium (barrel, chandelier)2 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)31 (5d10)

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