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 3 (1d10) poison damage and DC 12 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 15 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
Web Trap
This trap is activated when an intruder steps on a hidden pressure plate that causes webbing to shoot out of small holes in the walls, sticking to anyone in the area. Bits of webbing are scattered about the walls and floor.
Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 12 DEX save or restrained until a DC 12 STR save is made to break them free.
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating. The webs can be set on fire to burn them away. Any creature within the burning webs takes 7 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.
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) | 5 (2d4) |
| Small (chest, lute) | 6 (1d6) | 7 (3d6) |
| Medium (barrel, chandelier) | 6 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 6 (1d10) | 25 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

