Kassoon

Trap Generator

Trap Generator




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Arrow Trap

A door knocker is part of a mechanism that triggers when the knocker is rotated and causes arrows to fire from small openings in the wall.

Effect: +5 to hit against one target, 4 (1d10) piercing damage

Trigger: knocker, activates when the knocker on a locked door is used.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the knocker to accommodate the trigger. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the knocker. Unsuccessfully attempting to modify the knocker triggers the trap.

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

Minor Illusion 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 releases the spell stored within the trapped object.

Effect: +5 to hit against one target, Casts Minor Illusion centered on the trigger with a DC of 10 (if relevant)

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.

Casting dispel magic (DC 15) 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)4 (2d4)
Small (chest, lute)5 (1d6)13 (3d6)
Medium (barrel, chandelier)1 (1d8)19 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)24 (5d10)

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