Kassoon

Trap Generator

Trap Generator




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Push Trap

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 wall along a narrow ledge to push out, forcing intruders off the ledge and into the pit below. There's a narrow ledge overlooking a hazard.

Effect: Targets all creatures within a 10 ft. square area, the wall pushes out along a narrow ledge, pushing targets into the pit below which deals 27 (4d10) damage.

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

Countermeasures: A successful DC 15 Intelligence (Investigation) check at the top of the rope will find the mechanism that activates when the rope is pulled. A successful DC 15 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.

Spring Trap

An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which triggers a massive coil to spring up and launch the target. The floor is made up of large square panels.

Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 14 DEX save or take 22 (4d10) damage

Trigger: motion sensing eye, an enchanted eyeball watches over the area.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 14) cast on the eye disables the trap.

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)6 (2d4)
Small (chest, lute)5 (1d6)12 (3d6)
Medium (barrel, chandelier)8 (1d8)23 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)27 (5d10)

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