Kassoon

Trap Generator

Trap Generator




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Rune of Fear

This trap uses a trip wire that activates a rune of power, fearing the target. The surface is covered in runes.

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

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire 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 15) will dispel the runes in the symbol.

Web Trap

A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 10 DEX save or restrained until a DC 10 STR save is made to break them free.

Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.

Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 5 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.

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)3 (2d4)
Small (chest, lute)5 (1d6)13 (3d6)
Medium (barrel, chandelier)8 (1d8)23 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)33 (5d10)

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