Kassoon

Trap Generator

Trap Generator




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Crushing Walls

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 the walls close in and crush anyone trapped between.

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.

A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.

Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 9 (2d10) bludgeoning damage

Falling Block

An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which collapses the supports keeping an unstable section of a ceiling in place.

Trigger: motion sensing eye, an enchanted eyeball watches over the area.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 15) cast on the eye disables the trap.

The supports holding up the section can be destroyed, triggering the trap from a safe distance.

Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 14 (2d10) damage

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)4 (1d4)4 (2d4)
Small (chest, lute)6 (1d6)9 (3d6)
Medium (barrel, chandelier)5 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)21 (5d10)

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