Kassoon

Trap Generator

Trap Generator




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Alarm Trap

This trap is activated when an intruder steps on a hidden pressure plate that releases the spell stored within the trapped object.

Effect: +7 to hit against one target, Casts Alarm centered on the trigger with DC 14 (if relevant)

Trigger: pressure plate, activates when 20 or more pounds are placed on it.

Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.

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

Fire Spray

This trap has a cover constructed from material identical to the floor around it that activates pipes in the walls that spew flames.

Effect: Targets all creatures within a 20 ft. cone, DC 14 DEX save or take 8 (2d10) fire 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.

Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.

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)1 (1d4)5 (2d4)
Small (chest, lute)2 (1d6)10 (3d6)
Medium (barrel, chandelier)8 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)37 (5d10)

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