Trap Generator
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Beehive Trap
A passage is trapped with glowing runes which must be covered or toggled to display a specific password. If the wrong runes are showing then the trap is triggered, which 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 10 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.
Trigger: runes, a surface is covered in glowing runes that can be touched or covered to form specific words, the correct word must be found to stop the trap.
Countermeasures: A successful DC 10 Intelligence (Arcana) check allows a character to figure out that the runes can be toggled or covered to make out different words. A successful dispel magic (DC 10) cast on the eye disables the trap. An unsuccessful check triggers the trap. Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung
Rune of Fear
A lever is rigged to activate when pulled that activates a rune of power, fearing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 10 WIS save or become frightened for 1 (1d4) rounds
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap. Casting dispel magic (DC 10) will dispel the runes in the symbol.
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) | 2 (1d4) | 6 (2d4) |
| Small (chest, lute) | 2 (1d6) | 15 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 2 (1d10) | 31 (5d10) |
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