Trap Generator
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Rune of Confusion
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 WIS save or become confused for 3 (1d4) rounds
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to find a wire attached to the item which triggers the trap when pulled. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Casting dispel magic (DC 10) will dispel the rune.
Beehive Trap
This trap has a cover constructed from material identical to the floor around it that opens a trapdoor in the ceiling and drops hives into the area. Angry wasps swarm and sting anyone and everyone. Bits of pulp are scattered about, and the ceiling is covered in stalactites or dense foliage.
Effect: Targets all creatures within 20 ft., hives drop from the ceiling, releasing an angry swarm of wasps that deal 5 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.
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 15 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. Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung
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.
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
| Size | HP (Fragile) | HP (Resilient) |
|---|---|---|
| Tiny (bottle, lock) | 4 (1d4) | 6 (2d4) |
| Small (chest, lute) | 2 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 8 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 9 (1d10) | 27 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

