Kassoon

Trap Generator

Trap Generator




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Chain Flail

A door knocker is part of a mechanism that triggers when the knocker is rotated and causes large flails to swing. The ceiling is covered in holes and mechanisms.

Effect: Initiative +4, 1 attack per round, +6 to hit against all targets within 5 ft., 5 (2d10) bludgeoning damage and knocked prone

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

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

Acid Fog Trap

A hallway is filled with curtains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the curtains sway and causes hidden pipes to spew out an acid fog, obscuring the area and burning anyone inside. The area is a little foggy and there's exposed pipes.

Effect: Targets all creatures within a 10 ft. square area, heavily obscures sight and each turn in the fog deals 10 (2d10) acid damage

Trigger: curtains, a number of curtains are hanging from the ceiling that activate the trap when disturbed.

Countermeasures: A successful DC 15 Intelligence (Investigation) check will find that the curtains are connected to hinges which trigger the trap when moved. Burning or cutting the curtains without causing them to sway will disable the trap, if handling the curtains directly a successful DC 20 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.

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

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)2 (1d4)5 (2d4)
Small (chest, lute)4 (1d6)7 (3d6)
Medium (barrel, chandelier)8 (1d8)24 (4d8)
Large (cart, 10x10 ft. window)7 (1d10)27 (5d10)

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