Kassoon

Trap Generator

Trap Generator




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Plant Growth Trap

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, amulet, etc. Entering without the item on their person, releases the spell stored within the trapped object.

Effect: +8 to hit against one target, Casts Plant Growth centered on the trigger with DC 15 (if relevant)

Trigger: entry, activates when a creature enters the area without the correct badge, amulet, etc.

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 area. A successful dispel magic (DC 15) cast on the area destroys the trap.

Casting dispel magic (DC 15) on the trap will cancel the stored spell.

Crushing Walls

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes the walls close in and crush anyone trapped between.

Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 30 (4d10) bludgeoning damage

Trigger: removal trigger, activates when a gem or other valuable item is removed.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire 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.

A sufficiently strong brace can be bridged between the walls and prevent them from closing. Higher level traps close faster and with greater force.

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)7 (2d4)
Small (chest, lute)5 (1d6)13 (3d6)
Medium (barrel, chandelier)8 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)46 (5d10)

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