Kassoon

Trap Generator

Trap Generator




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Runaway Cart

A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which opens a hidden trapdoor in the ceiling, releasing the object that runs down the corridor and tramples anyone in its way. The ceiling is covered in stalactites or vines to conceal it.

Effect: Initiative +2, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 13 DEX save or take 17 (2d10) bludgeoning damage and knocked prone

Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 10 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 13) cast on the eye disables the trap. An unsuccessful check triggers the trap.

The object stops when it hits a wall or similar barrier. As an action, a creature within 5 feet of it can attempt to slow it down with a DC 13 Strength check. On a successful check, the object's speed is reduced by 15 feet.

Fire Spray

An L shaped hallway has doors at both ends. If the door in the short hall is opened then a trap is triggered on stragglers still in the long hall, which activates pipes in the walls that spew flames. The area is unusually warm and has exposed pipes or perforated walls.

Effect: Targets all creatures within a 20 ft. cone, DC 13 DEX save or take 11 (2d10) fire damage

Trigger: L shaped hallway, an L shaped hallway with doors at both ends that triggers a trap in the long part of the hallway when the door in the hall is opened..

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.

Destroying the trap will rupture the pipes and spray flames over the area. Water can't adequately douse the flames, but clay or stone (such as with Stone Shape) can be used to block the geysers.

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)4 (2d4)
Small (chest, lute)4 (1d6)11 (3d6)
Medium (barrel, chandelier)4 (1d8)14 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)38 (5d10)

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