Trap Generator
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Water-Filled Room
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which makes the doors slam shut and the area gradually fill with water. The area is wet with small puddles.
Effect: Initiative +1, doors seal shut and room fills up with 2 ft. of liquid per turn, after 1+(CON bonus) minutes (min 1) of holding breath your HP drops to 0.
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 10 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 10) cast on the eye disables the trap. An unsuccessful check triggers the trap. The doors can be opened with a DC 10 Dexterity check using thieves' tools.
Beehive Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, outfit, etc. Entering without the item on their person, 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 3 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.
Trigger: entry, activates when a creature enters the area without the correct badge, outfit, etc.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the area. A successful dispel magic (DC 10) cast on the area destroys the trap. 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) | 1 (1d4) | 8 (2d4) |
| Small (chest, lute) | 3 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 21 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

