Kassoon

Trap Generator

Trap Generator




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Shrine of Law

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

Effect: Targets all chaotic creatures that touch it, DC 16 WIS save or take 18 (4d10) damage and be stunned for 1 round

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 16) cast on the surface destroys the trap.

Sleet Storm Trap

This trap uses a trip wire that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +6 to hit against one target, Casts Sleet Storm centered on the trigger with DC 16 (if relevant)

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the trip wire, and a DC 20 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.

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

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)8 (2d4)
Small (chest, lute)6 (1d6)11 (3d6)
Medium (barrel, chandelier)4 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)30 (5d10)

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