Kassoon

Trap Generator

Trap Generator




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Earthmaw Trap

This trap activates when a ruby or other valuable item is pried from a statue or other surface, that causes the floor to open up, spilling the intruder into the trap below. The floor is made up of loose dirt or mud, and there are runes in the area.

Effect: +12 to hit against one target, 29 (4d10) piercing damage

Trigger: removal trigger, activates when a gem or other valuable item is removed.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

Boiling Tar-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 the caustic liquid. There's little puddles of the liquid about the area.

Effect: Initiative +1, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 20 (4d10) damage. 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 15 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.

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)7 (2d4)
Small (chest, lute)6 (1d6)9 (3d6)
Medium (barrel, chandelier)8 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)29 (5d10)

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