Kassoon

Trap Generator

Trap Generator




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Arrow Wall

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 arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.

Effect: +3 to hit against one target, 11 (2d10) 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 10 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.

Plugging the arrow holes with cloth or other material will prevent them from firing.

Bane Trap

An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +3 to hit against one target, Casts Bane centered on the trigger with DC 11 (if relevant)

Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.

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 area. A successful dispel magic (DC 11) cast on the area destroys the trap.

Casting dispel magic (DC 10) on the trap will cancel the stored spell.

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)1 (1d4)2 (2d4)
Small (chest, lute)6 (1d6)8 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)33 (5d10)

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