Kassoon

Trap Generator

Trap Generator




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Flooded Tar Corridor

A stuck door must be broken down to pass but breaking down the door causes the PC to stumble into the trap, which causes the dam farther up the corridor to break and unleashes a huge wave of liquid that crashes down the corridor. There's little puddles of the liquid about the area, and a faint dripping sound.

Effect: Initiative +3, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 20 DEX save or washed away by the rapid torrent, but regardless of save you still take damage from the liquid: 23 (4d10) damage. If submerged, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: stuck door, a stuck door that must be broken down to pass.

Countermeasures: Destroying or circumventing the door in some way other than smashing it down avoids the trap.

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

Swinging Spike Wall

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.

Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 20 DEX save or take 19 (4d10) piercing damage.

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

Countermeasures: A successful DC 20 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.

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)3 (1d6)13 (3d6)
Medium (barrel, chandelier)5 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)27 (5d10)

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