Kassoon

Trap Generator

Trap Generator




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Rune of Confusion

A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which activates a rune of power, confusing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 10 WIS save or become confused for 2 (1d4) rounds

Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.

Countermeasures: A successful DC 15 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 10) cast on the eye disables the trap. An unsuccessful check triggers the trap.

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

Eldritch Blast Trap

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +4 to hit against one target, Casts Eldritch Blast centered on the trigger with DC 10 (if relevant)

Trigger: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap.

Casting dispel magic (DC 10) on the trap will cancel the stored spell.

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)2 (1d4)6 (2d4)
Small (chest, lute)1 (1d6)6 (3d6)
Medium (barrel, chandelier)3 (1d8)26 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)23 (5d10)

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