Kassoon

Trap Generator

Trap Generator




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Rune of Paralyzation

An enemy in disguise asks for help and leads the PCs into the trap and triggers it, which 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: enemy, an enemy in disguise asks for help.

Countermeasures: A successful DC 10 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.

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

Floor Spikes

A door or chest is rigged to activate when opened, 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: door, activates when a door or chest is opened.

Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

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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