Kassoon

Trap Generator

Trap Generator




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Teleporter Crystal

This trap is activated when a creature touches its surface, which teleports the creature to a new location.

Effect: Targets any creature that touches it, DC 10 WIS save or be teleported to another location

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.

Arrow Trap

This trap has a cover constructed from material identical to the floor around it that causes arrows to fire from small openings in the wall.

Effect: +4 to hit against one target, 4 (1d10) piercing damage

Trigger: cover, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

Plugging the arrow holes with cloth or other material will prevent them 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)3 (2d4)
Small (chest, lute)3 (1d6)12 (3d6)
Medium (barrel, chandelier)1 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)23 (5d10)

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