Trap Generator
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Beehive Trap
A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap 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 8 (1d10) poison damage and DC 11 CON save or be poisoned for 1 hour.
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it. Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung
Rune of Confusion
A phrase etched on a wall is enchanted to trigger when read aloud, which activates a rune of power, confusing the target. The surface is covered in runes.
Effect: Targets all creatures within 10 ft., DC 11 WIS save or become confused for 1 (1d4) rounds
Trigger: forbidden phrase, activates when etched runes are read aloud.
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 phrase. A successful dispel magic (DC 11) cast on the phrase destroys the trap. Casting dispel magic (DC 11) will dispel the rune.
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) | 4 (2d4) |
| Small (chest, lute) | 5 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 1 (1d8) | 17 (4d8) |
| Large (cart, 10x10 ft. window) | 1 (1d10) | 30 (5d10) |
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