Kassoon

Trap Generator

Trap Generator




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Chain Flail

A doorknob is trapped to activate when it's turned the wrong way, which causes large flails to swing

Effect: Initiative +3, 1 attack per round, +6 to hit against all targets within 5 ft., 12 (2d10) bludgeoning damage and knocked prone

Trigger: doorknob, activates when the doorknob is turned the wrong way.

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

Concealed Pit

This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below.

Effect: Targets all creatures within a 10 ft. square area when stepped on, DC 13 DEX save or take 6 (2d10) falling damage

Trigger: touch trigger, activates when surface is touched by a creature.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 13) cast on the surface destroys the trap.

The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.

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)6 (1d6)8 (3d6)
Medium (barrel, chandelier)5 (1d8)14 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)28 (5d10)

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