Kassoon

Trap Generator

Trap Generator




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Arrow Trap

A door or chest is rigged to activate when opened, which causes arrows to fire from small openings in the wall.

Effect: +4 to hit against one target, 1 (1d10) piercing damage

Trigger: door, activates when a door or chest is opened.

Countermeasures: Spotting the attached wire is a DC 10 Wisdom (Perception) check. A successful DC 10 Dexterity check using thieves' tools breaks the wire attached to the door 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.

Plugging the arrow holes with cloth or other material will prevent them from firing.

Steam Trap

A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which makes scalding hot steam fill the area via vents in the floor.

Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 8 (1d10) fire damage per turn.

Trigger: stuck door, a stuck door that must be broken down to pass.

Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap.

A strong gust of wind (at least 10mph) will disperse the steam.

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)4 (1d4)4 (2d4)
Small (chest, lute)3 (1d6)8 (3d6)
Medium (barrel, chandelier)4 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)36 (5d10)

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