Kassoon

Trap Generator

Trap Generator




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Burning Snare

A hallway is filled with chains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the chains sway and causes a snare to wrap around their leg and lift them into the air. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.

Effect: Targets all creatures within a 10 ft. square area, DC 13 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 8 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 8 (2d6) bludgeoning damage.

Trigger: chains, a number of chains are hanging from the ceiling that activate the trap when disturbed.

Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the chains are connected to hinges which trigger the trap when moved. Burning or cutting the chains without causing them to sway will disable the trap, if handling the chains directly a successful DC 20 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.

The snare can be cut, but will cause the victim to fall if it's already been triggered.

Silent Image Trap

A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +6 to hit against one target, Casts Silent Image centered on the trigger with DC 13 (if relevant)

Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 20 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap.

Casting dispel magic (DC 20) 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)7 (2d4)
Small (chest, lute)5 (1d6)10 (3d6)
Medium (barrel, chandelier)7 (1d8)9 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)27 (5d10)

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