Kassoon

Trap Generator

Trap Generator




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Ice Dart Trap

A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes ice to shoot out. The area is unusually cold, and the walls are perforated or mesh or have exposed piping.

Effect: DC 10 to find, DC 10 to disable
+7 to hit against one target, DC 15 DEX save or take 10 (2d10) cold damage

Trigger: light beam, a beam of light activates the trap when broken. Destroying the trap will rupture the pipes and spray ice over the area, if fire damage is used the ice will melt and become water.

Swinging Spike Wall

This trap has a cover constructed from material identical to the floor around it that makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.

Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 15 DEX save or take 12 (2d10) piercing damage.

Trigger: false floor, activates when a creature steps on the false floor and drops into the trap.

Countermeasures: Once the trap is detected with a successful DC 10 Wisdom (Perception) check, an iron spike or similar object can be wedged between the cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

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)8 (2d4)
Small (chest, lute)2 (1d6)12 (3d6)
Medium (barrel, chandelier)7 (1d8)15 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)32 (5d10)

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