Kassoon

Trap Generator

Trap Generator




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Flooded Corridor

A lever is rigged to activate when pulled that causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor.

Trigger: lever, activates when the wrong lever is pulled.

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 it triggers the trap.

Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.

Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 11 DEX save or washed away by the rapid waters and smashed against the walls for 6 (1d10) bludgeoning damage

Wind Trap

A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that activates huge fans that spin out a powerful gust of wind, pushing away intruders into other hazards.

Trigger: rods in holes, activates when the wrong rod is touched.

Countermeasures: A successful DC 10 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 15 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.

Effect: Targets all creatures within a 20 ft. cone, huge fans begin to spin and blow a strong gust of air, pushing any targets prone and straight out of the area, possibly into other hazards.

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)2 (2d4)
Small (chest, lute)1 (1d6)14 (3d6)
Medium (barrel, chandelier)4 (1d8)14 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)30 (5d10)

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