Kassoon

Trap Generator

Trap Generator




[Permalink]

Rune of Confusion

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, amulet, etc. Entering without the item on their person, activates a rune of power, confusing the target.

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

Trigger: entry, activates when a creature enters the area without the correct badge, amulet, etc.

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 area. A successful dispel magic (DC 10) cast on the area destroys the trap.

Casting dispel magic (DC 10) will dispel the rune.

Web Trap

This trap is activated when a creature touches its surface, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area.

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: 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 10) cast on the surface destroys the trap.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 7 (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)3 (1d4)8 (2d4)
Small (chest, lute)2 (1d6)11 (3d6)
Medium (barrel, chandelier)1 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)29 (5d10)

This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise). Becoming a patron will upgrade your account to premium, giving you no ads and more features.

Shout outs: Stacey, John Nazario, Cory Brooks, RaspySCREAMS, Gary, Gordon Alexander Fallon, Sunscryer, and Max Puplett.
Their contribution stands as a beacon of hope for all adventurers!

Become a patron
 
[-] Login▾

Make campaigns and save encounters / combats / dice rolls and more. One step!

Username:
Password:
Forgot?

Register

Username:
Password:
Recovery Email (Optional):

Gift Premium