Kassoon

Trap Generator

Trap Generator




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Beehive Trap

A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that opens a trapdoor in the ceiling and drops beehives into the area. Angry wasps swarm and sting anyone and everyone.

Effect: Targets all creatures within 20 ft., beehives drop from the ceiling, releasing an angry swarm of wasps that deal 10 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.

Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.

Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 10 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.

Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung

Fire Bolt Trap

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that releases the spell stored within the trapped object.

Effect: +4 to hit against one target, Casts Fire Bolt centered on the trigger with a DC of 10 (if relevant)

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

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 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 10) on the trap will cancel the stored spell.

Web Trap

A doorknob is trapped to activate when it's turned the wrong way, which causes webbing to shoot out of small holes in the walls, sticking to anyone in the area.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 10 DEX save or restrained until a DC 10 STR save is made to break them free.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the mechanism to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the door. Unsuccessfully attempting to pick the door triggers the trap.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 7 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.

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)5 (1d6)16 (3d6)
Medium (barrel, chandelier)6 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)27 (5d10)

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