Kassoon

Trap Generator

Trap Generator




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Rune of Paralyzation

This trap is activated when an intruder steps on a hidden pressure plate that activates a rune of power, paralyzing the target.

Effect: Targets all creatures within 10 ft., DC 11 CON save or become paralyzed for 4 (1d4) rounds

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 15) will dispel the runes.

Floor Spikes

A trivially easy riddle etched on a surface is enchanted to trigger when the answer is heard, which causes spikes to shoot up through the floor and impale anyone standing above.

Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 9 (1d10) piercing damage.

Trigger: false riddle, activates when an easy riddle is answered correctly.

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 riddle. A successful dispel magic (DC 11) cast on the riddle destroys the trap.

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)4 (2d4)
Small (chest, lute)3 (1d6)17 (3d6)
Medium (barrel, chandelier)7 (1d8)28 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)25 (5d10)

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