Kassoon

Trap Generator

Trap Generator




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Arrow Trap

A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes arrows to fire from small openings in the wall. The room contains a porous wall and broken arrows.

Effect: DC 15 to find, DC 10 to disable
+4 to hit against one target, 6 (1d10) piercing damage

Trigger: light beam, a beam of light activates the trap when broken. Plugging the arrow holes with cloth or other material will prevent them from firing.

Tar Pit

A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that opens the floor into a shallow pool of tar, sticking and slowing anyone caught in it. Some sort of dried substance is smeared on the walls and floors.

Effect: Targets all creatures within 20 ft., The floor opens into a shallow pool of tar, halving the speed of anyone in the area. The tar sticks to them, continuing to slow their movements until the tar is scraped off.

Trigger: rods in holes, activates when the wrong rod is touched.

Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 10 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.

Freezing the tar will cause anyone currently submerged to become restrained, but otherwise make it possible to walk full speed on top of a slippery surface.

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)4 (1d4)2 (2d4)
Small (chest, lute)6 (1d6)13 (3d6)
Medium (barrel, chandelier)8 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)1 (1d10)30 (5d10)

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