Kassoon

Trap Generator

Trap Generator




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Acid-Filled Room

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 makes the doors slam shut and the area gradually fill with the caustic liquid.

Effect: Initiative +2, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 32 (4d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

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 20 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.

The doors can be opened with a DC 15 Dexterity check using thieves' tools.

Concealed Pit with Spikes

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 30 (4d10) 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)3 (1d4)5 (2d4)
Small (chest, lute)1 (1d6)13 (3d6)
Medium (barrel, chandelier)5 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)28 (5d10)

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