Kassoon

Trap Generator

Trap Generator




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Beehive Trap

Multiple levers are rigged to activate when pulled that opens a trapdoor in the ceiling and drops hives into the area. Angry wasps swarm and sting anyone and everyone. Bits of pulp are scattered about, and the ceiling is covered in stalactites or dense foliage.

Effect: Targets all creatures within 20 ft., hives drop from the ceiling, releasing an angry swarm of wasps that deal 8 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.

Trigger: multiple levers, activates when the wrong lever is pulled.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.

Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung

Teleporter Crystal

This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.

Effect: Targets any creature that touches it, DC 10 WIS save or be teleported to another location

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 10) cast on the surface destroys 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)7 (2d4)
Small (chest, lute)3 (1d6)8 (3d6)
Medium (barrel, chandelier)7 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)20 (5d10)

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