Kassoon

Trap Generator

Trap Generator




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Man-Eating Plant

A lever is rigged to activate when pulled that opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby. All surfaces are covered in plants and foliage, except for a section of wall.

Effect: Initiative +4, +6 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 21 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 14 STR check.

Trigger: lever, activates when the wrong lever is pulled.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.

The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time.

Shrine of Evil

This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.

Effect: Targets all good creatures that touch it, DC 14 WIS save or take 27 (4d10) 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 14) cast on the surface 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)3 (1d4)4 (2d4)
Small (chest, lute)2 (1d6)12 (3d6)
Medium (barrel, chandelier)6 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)29 (5d10)

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