Kassoon

Trap Generator

Trap Generator




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Water-Filled Room

This trap is activated when an intruder steps on one of the alternating hidden pressure plates that makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.

Effect: Initiative +3, 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: alternate tiles, activates when 20 or more pounds are placed on alternating floor tiles.

Countermeasures: A successful DC 20 Intelligence (Investigation) check will deduce that the alternating floor tiles are pressure plates, and wedging an iron spike or other object under the pressure plates prevents the trap from activating. Alternatively, step on the safe floor tiles in alternating order.

The doors can be opened with a DC 15 Dexterity check using thieves' tools.

Floor Spikes

A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that causes spikes to shoot up through the floor and impale anyone standing above. The floor is perforated or mesh.

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 12 DEX save or takes 2 (1d10) piercing damage.

Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.

Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 20 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.

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)2 (2d4)
Small (chest, lute)5 (1d6)11 (3d6)
Medium (barrel, chandelier)2 (1d8)26 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)28 (5d10)

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