Kassoon

Trap Generator

Trap Generator




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Water-Filled Room

This trap has a cover constructed from material identical to the floor around it that makes the doors slam shut and the area gradually fill with water.

Effect: Initiative +4, 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: cover, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

The doors can be opened with a DC 15 Dexterity check using thieves' tools.

Arrow Trap

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 causes arrows to fire from small openings in the wall.

Effect: +5 to hit against one target, 10 (1d10) piercing damage

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

Countermeasures: A successful DC 10 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 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Plugging the arrow holes with cloth or other material will prevent them 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)4 (1d4)5 (2d4)
Small (chest, lute)4 (1d6)15 (3d6)
Medium (barrel, chandelier)3 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)34 (5d10)

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