Kassoon

Trap Generator

Trap Generator




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Bear Trap

An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized.

Effect: +3 to hit against one target, the jaws of the trap clamp shut, dealing 1 (1d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 11 STR check.

Trigger: pedestal, activates when an idol or other object is removed from a pedestal.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from mechanisms in the pedestal. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 10 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap.

The bear trap can be spotted with a DC 15 Wisdom (Perception) check and a DC 10 Dexterity check made with thieves' tools disables it.

Thunderclap Trap

An enemy in disguise asks for help and triggers the trap when the PCs get close, which releases the spell stored within the trapped object.

Effect: +3 to hit against one target, Casts Thunderclap centered on the trigger with DC 11 (if relevant)

Trigger: enemy, an enemy in disguise asks for help.

Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 10 Dexterity check using thieves' tools disarms the trap.

Casting dispel magic (DC 10) 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)3 (1d4)6 (2d4)
Small (chest, lute)5 (1d6)6 (3d6)
Medium (barrel, chandelier)3 (1d8)25 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)31 (5d10)

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