Kassoon

Trap Generator

Trap Generator




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Flooded Corridor

A rope is attached to a mechanism in the ceiling. The rope is knotted and situated below a ledge or trapdoor, making it look like the rope needs to be climbed or pulled to continue. In reality the trap is triggered when the rope is pulled, which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor. The room is wet with a small river running through it.

Effect: Initiative +1, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 10 DEX save or washed away by the rapid waters and smashed against the walls for 17 (2d10) bludgeoning damage

Trigger: pull rope, a knotted rope leading to a ledge above activates the trap when pulled.

Countermeasures: A successful DC 10 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 10 Dexterity check using thieves' tools disarms the trap, rendering the pull rope harmless. Since it may be difficult for characters to reach the top of the rope without pulling it, the ledge it leads to should be optional or have an alternate safe route to reach.

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.

Rune of Fear

This trap has a cover constructed from material identical to the floor around it that activates a rune of power, fearing the target. The surface is covered in runes.

Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 2 (1d4) rounds

Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

Casting dispel magic (DC 10) will dispel the runes in the symbol.

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)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)8 (3d6)
Medium (barrel, chandelier)8 (1d8)20 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)18 (5d10)

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