Kassoon

Trap Generator

Trap Generator




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Falling Gate

A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that makes an iron gate drop from the ceiling some distance behind, blocking the exit. The floor is cracked and damaged.

Effect: Targets all creatures within a 10 ft. square area, An iron gate drops from the ceiling some distance behind the trigger, blocking the exit. Any target underneath the gate makes a DC 11 DEX save or takes 4 (1d10) bludgeoning damage.

Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.

Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 15 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.

The gate can be destroyed with an AC and HP based on its material (see destroying traps below).

Acid Splash Trap

A denizen of the lair is hiding nearby out of sight watching for intruders to enter the trap's radius. When a hostile creature is spotted, the sentry pulls on a rope that releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.

Effect: +4 to hit (or DC 11) against one target, Casts Acid Splash centered on the triggerer

Trigger: sentry, a sentry is hidden in a hole or around a corner with a rope that activates the trap when pulled.

Countermeasures: The sentry is a regular denizen of the dungeon, stealthed in a nearby hiding spot. A successful DC 15 Wisdom (Perception) check spots the sentry, and the sentry will activate the trap when they see enemies standing within range of it. Disabling, avoiding, or scaring off the sentry will render the trap harmless.

Casting dispel magic (DC 11) on the trap will cancel the stored spell.

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)6 (2d4)
Small (chest, lute)6 (1d6)11 (3d6)
Medium (barrel, chandelier)7 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)3 (1d10)13 (5d10)

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