Kassoon

Trap Generator

Trap Generator




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Water-Filled Room

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 makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.

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

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.

The doors can be opened with a DC 10 Dexterity check using thieves' tools.

Falling Door Trap

This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it. The door looks damaged and poorly made.

Effect: Targets any creature that touches it, DC 13 DEX save or take 10 (2d10) bludgeoning damage and knocked prone.

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.

Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.

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)7 (2d4)
Small (chest, lute)1 (1d6)8 (3d6)
Medium (barrel, chandelier)5 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)15 (5d10)

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