Kassoon

Trap Generator

Trap Generator




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Grinder Trap

A hallway is filled with curtains hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the curtains sway and opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.

Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 17 (2d10) damage on a failed DC 15 DEX save.

Trigger: curtains, a number of curtains are hanging from the ceiling that activate the trap when disturbed.

Countermeasures: A successful DC 10 Intelligence (Investigation) check will find that the curtains are connected to hinges which trigger the trap when moved. Burning or cutting the curtains without causing them to sway will disable the trap, if handling the curtains directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.

Push Trap

A door knocker is part of a mechanism that triggers when the knocker is rotated and 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 13 (2d10) damage.

Trigger: knocker, activates when the knocker on a locked door is used.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to modify it triggers 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)2 (1d4)8 (2d4)
Small (chest, lute)2 (1d6)7 (3d6)
Medium (barrel, chandelier)6 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)2 (1d10)29 (5d10)

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