Trap Generator

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Beehive Trap
A hallway is filled with vines hanging from the ceiling. They are attached to a mechanism in the ceiling that triggers when the vines sway and opens a trapdoor in the ceiling and drops beehives into the area. Angry wasps swarm and sting anyone and everyone.
Effect: Targets all creatures within 20 ft., beehives drop from the ceiling, releasing an angry swarm of wasps that deal 8 (2d10) poison damage and DC 10 CON save or be poisoned for 1 hour.
Trigger: vines, a number of vines are hanging from the ceiling that activate the trap when disturbed.
Countermeasures: A successful DC 20 Intelligence (Investigation) check will find that the vines are connected to hinges which trigger the trap when moved. Burning or cutting the vines without causing them to sway will disable the trap, if handling the vines directly a successful DC 15 Dexterity (Sleight of Hand) check is needed to avoid disturbing them too much. Alternatively crawling underneath them will avoid the trap entirely.
Filling the area with smoke will cause the wasps to become docile enough to cross without getting stungMagic Missle Trap
This trap activates when a ruby or other valuable item is pried from a statue or other surface, that activates a magic imbued trap that casts magic missile at the target.
Effect: One target, 9 (2d10) force damage
Trigger: removal trigger, activates when a gem or other valuable item is removed.
Countermeasures: A successful DC 20 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 15) will prevent the missiles 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) | 1 (1d4) | 3 (2d4) |
Small (chest, lute) | 2 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 42 (5d10) |
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