Kassoon

Trap Generator

Trap Generator




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Sleep (6th-level) 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. The object is covered in arcane symbols and writing.

Effect: +8 to hit against one target, Casts Sleep (6th-level) centered on the trigger with DC 15 (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 10 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.

Poison Gas 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 pipes to open and release poisonous gas. The area has a weird smell and exposed pipes.

Effect: Targets all creatures within a 10 ft. square area, DC 15 CON save or take 63 (10d10) poison 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. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the lock triggers the trap.

Plugging all the pipes with cloth or other material will prevent the gas from escaping.

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)1 (1d4)6 (2d4)
Small (chest, lute)1 (1d6)7 (3d6)
Medium (barrel, chandelier)3 (1d8)8 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)18 (5d10)

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