Kassoon

Trap Generator

Trap Generator




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Otto's Irresistible Dance Trap

A hallway is filled with vines hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the vines sway and releases the spell stored within the trapped object.

Effect: +12 to hit against one target, Casts Otto's Irresistible Dance centered on the trigger with DC 17 (if relevant)

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

Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the vines are connected to hinges which trigger the trap when moved. Burning or cutting the vines without causing them to sway will disable the trap, if handling the vines 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.

Casting dispel magic (DC 20) on the trap will cancel the stored spell.

Double Pit with Spikes

This trap is activated when a creature touches its surface, which causes the creature to fall through the floor into the hidden pit below. The pits are situated in a row so attempting to jump over the first pit will cause the creature to land in the second.

Effect: Targets all creatures within a 10 ft. square area when stepped on, two hidden pits in a row, jumping over one causes the creature to land on the second. DC 17 DEX save or take 51 (10d10) falling damage

Trigger: touch trigger, activates when surface is touched by a creature.

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 surface. A successful dispel magic (DC 17) cast on the surface destroys the trap.

The pits can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.

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)3 (1d4)5 (2d4)
Small (chest, lute)1 (1d6)9 (3d6)
Medium (barrel, chandelier)8 (1d8)21 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)28 (5d10)

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