Kassoon

Trap Generator

Trap Generator




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Boiling Tar-Filled Room

A pedestal with a button sits in the center of the area. Creatures that push the button trigger the trap 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 +4, doors seal shut and room fills up with 2 ft. of liquid per turn, dealing 4 (2d10) damage. After 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.

Trigger: button, a button activates the trap when pushed.

Countermeasures: A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.

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

Grinder Trap

A door knocker is part of a mechanism that triggers when the knocker is rotated 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 12 (2d10) damage on a failed DC 15 DEX save.

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)3 (1d4)7 (2d4)
Small (chest, lute)1 (1d6)11 (3d6)
Medium (barrel, chandelier)8 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)27 (5d10)

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