Kassoon

Trap Generator

Trap Generator




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Floor Spikes

A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which causes spikes to shoot up through the floor and impale anyone standing above.

Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 11) cast on the eye disables the trap. An unsuccessful check triggers the trap.

Effect: Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 11 DEX save or takes 9 (2d10) piercing damage.

Brimstone Floor

A doorknob is trapped to activate when it's turned the wrong way, which makes flaming coals and brimstone fall through small slots in the walls and cover the floor.

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

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 the door triggers the trap.

Enough water to cover the area will douse the flames and make the coals safe to cross.

Effect: Targets all creatures within a 10 ft. square area, flaming coals and brimstone fall into the area and cover the floor. Any target that starts or moves through the area takes 13 (2d10) fire damage per turn.

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)6 (2d4)
Small (chest, lute)1 (1d6)12 (3d6)
Medium (barrel, chandelier)1 (1d8)24 (4d8)
Large (cart, 10x10 ft. window)4 (1d10)27 (5d10)

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