Kassoon

Trap Generator

Trap Generator




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Tar Pit

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it.

Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.

Trigger: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the trigger. A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.

Water-Filled Room

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 makes the doors slam shut and the area gradually fill with water.

Effect: Initiative +1, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

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 20 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.

The doors can be opened with a DC 20 Dexterity check using thieves' tools.

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)2 (2d4)
Small (chest, lute)4 (1d6)12 (3d6)
Medium (barrel, chandelier)4 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)10 (1d10)22 (5d10)

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