Kassoon

Trap Generator

Trap Generator




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Falling Door Trap

This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it.

Effect: Targets any creature that touches it, DC 10 DEX save or take 5 (1d10) damage and knocked prone.

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.

Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.

Magic Missle Trap

A phrase etched on a wall is enchanted to trigger when read aloud, which activates a magic imbued trap that casts magic missile at the target.

Effect: One target, 10 (1d10) force damage

Trigger: forbidden phrase, activates when etched runes are read aloud.

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

Casting dispel magic (DC 15) will prevent the missiles from firing.

Rune of Confusion

An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it activates a rune of power, confusing the target.

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

Trigger: pedestal, activates when an idol or other object is removed from a pedestal.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from mechanisms in the pedestal. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.

Casting dispel magic (DC 15) will dispel the rune.

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)4 (2d4)
Small (chest, lute)2 (1d6)6 (3d6)
Medium (barrel, chandelier)6 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)18 (5d10)

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