It’s a TRAP!!!!

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Awesome D&D Traps 1. The Drop and Plop / Simple trap (level 5-10, dangerous) Description. A pitfall trap that has a perfectly fitting gelatinous cube inside it. The pit is 10 feet by 10 feet and has a trap door at the top. Trigger. One hundred pounds of pressure applied to the trap door (for instance, someone stepping on it), causes the trap door open. Victims must make DC 14 Dexterity saving throw or fall in. The gelatinous cube immediately attacks anyone who falls in and automatically gains surprise. Countermeasures. A DC 15 Wisdom (Perception) check reveals the presence of the trap door on the floor. Jumping over the trap door, bypasses it. Or a DC 14 Dexterity (Thieves Tools) check disables the trap door. 2. The Jelly Jamb / Simple trap (level 5-10, dangerous) Description. There is a glass pot of ooze above a door that triggers when the door is opened. The pot falls and shatters, releasing 1d4+1 ochre jellies that then attack the PCs! Trigger. When the door is opened, the pot falls and breaks. Countermeasures. The character that opens the door sees the pot falling. If they succeed on a DC 15 Dexterity saving throw, they can catch the pot if they want. The pot weighs 200 pounds and a character who catches it must make a DC 17 Strength (Athletics) check to not drop it and cause it to shatter. 3. Rusty Stuffings / Simple trap (level 1-4, dangerous) Description. In the corridor is a small, pink toy bear. It's actually a rust monster that has been polymorphed into a toy bear and is incapacitated while in that form. The polymorph wears off five minutes after the toy bear has been placed into a container of any kind, such as a backpack. The rust monster then promptly begins to devour all metal items it can. Countermeasures. Casting detect magic reveals a transmutation aura around the bear. The identify spell reveals the exact nature of the trap. 4. Golden Eye / Simple trap (level 5-10, dangerous) / Description. A solid gold sphere sits in the middle of the room. When the sphere is touched, it opens, revealing a Death Kiss which promptly attacks. Countermeasures. A successful DC 16 Wisdom (Perception) check reveals fine seams along the exterior of the sphere, indicating that it can be opened. Detect magic reveals an aura of abjuration about the sphere. A successful DC 13 Intelligence (Investigation) check reveals that the sphere is not made of gold, but iron painted over with gold. 5. Gold Dust Shroom Boom / Simple trap (level 1-4, dangerous) Description. Golden mushrooms are growing along the bottom of a chest, stretching about halfway up. Below the mushrooms a large pile gold sparkles and beckons to the characters. Trigger. Touching the mushrooms causes them to release a cloud of poisonous spores in a 10 foot radius. Everyone caught in the effect takes 2d6 poison damage or half as much if they succeed on a DC 12 Constitution saving throw. Once the spore cloud has been triggered, it takes 1d4 hours for the mushrooms to create more spores. Countermeasures. A successful DC 13 Intelligence (Nature) check reveals that the poisonous nature of the mushrooms, including that it takes time to regenerate more spores once triggered. 6. The Doppel Door / Simple trap (level 1-4, dangerous) / Purpose. There is a magical doorway that teleports the first character to step through it into a pocket dimension (per the Banishment


spell) and replaces them with a doppelganger that looks exactly like them. This effect lasts until the doppelganger dies, at which point the character is teleported to where the doppelganger perishes, taking the place of its body. When this happens, the dungeon master should take player whose character was replaced away from the group, explain what has happened, and let them play the doppelganger. The DM should give the player some basic information to inform their roleplaying, such as the doppelganger’s motivations. Countermeasures. A character who is suspicious of the doppelganger can make a Wisdom (Insight) check contested by the doppelganger’s Charisma (Deception) check. If the character wins, he notices small imperfections with the doppelganger’s disguise or acting, cluing him in that it is not actually the character. 7. The Brainwasher / Simple trap (any level, not really dangerous) Description. In a room is a sink full of dirty dishes. A character who comes within 10 feet of the dishes feels magically compelled to clean them. They must succeed on a DC 15 Wisdom saving throw or be compelled to clean the dishes, a task that takes the next 15 minutes. If the character takes damage, they may repeat the saving throw, breaking out of the enchantment on a success. / At the end of 15 minutes, when the dishes have been cleaned, more dirty dishes magically fill the sink, and the character, and any others within range must make a new saving throw or be compelled to clean the dishes. Countermeasures. Detect magic reveals an aura of enchantment magic around the dishes. Breaking all the dishes causes the magic to fail, releasing anyone caught in its thrall. 8. Mimic Madness (Not a Trap) / Simple trap (level 5-10, setback) Description. A hallway contains three mimics which are concealing themselves as parts of the walls, floors, and doors. When the party is in the middle of the hallway, they attack. 9. Pleased to Meet You / Simple trap (level 5-10, dangerous) Description. A pair of large disembodied hands float in front of and block a passage. To get past, the characters must shake hands with them. If the hands are attacked or someone tries to push them out of the way, the hands slap the offenders. They have a +8 to hit and deal 4d10 bludgeoning damage. Countermeasures. The characters notice an inscription on the wall near the hands that reads, “Foes don't proceed; only friends shall we be.” This a clue that they need to shake the hands. 10. Fool’s Gold / simple trap (level 5-10, dangerous) Description. A pot of gold coins sits on table in a room. A character that removes gold from the pot must make a DC 15 Intelligence saving throw or suffer a hallucination that leprechauns are attacking them. Countermeasures. Detect magic reveals an aura of enchantment magic around the pot. Placing the gold back into the pot releases the character from the hallucination. The hallucinations also wear off after 1d4+1 minutes. Other Ideas trapped Crown that reduces all the players ability scores by 1 11. a portal doorway that sends everyone to one of 4 random rooms with an encounter in them. The trap is disabled if you play music within 10 feet of the portal. 12. a chain in the middle of the room that goes from the floor to the roof, it emanates magic, if cut, pull, climb or dispelled the roof fall. (if not, it’s does nothing)


13. They enter the room to see entering on the opposite side of the room exact copies of them, moving exactly like they do. they stop the players from getting through the room by being in the way. 14. useless doorman trap, a door that asks the players if they have seen its missing knob. (the knot is on the door) have to tell the door the knob is on the other side to pass through 15. Pressure plates set off darts that, if they hit (+7 to hit), inject a poison that forces a Wis save or the victims suffer the effects of "Otto's Irresistible Dance"... then an encounter happens. 16. a statue that shoots illusionary fire in the first turn, but at the second it shoots real fire. 17. A small jar contains a toxic gas making one person who inhales it to lose the ability to speak common and is replaced with a language of the DM's choice. Can be cured with (you decide). 18. a hidden bell that ringing makes the party go deaf (in a 60ft area) until they stop it from ringing...only problem they cannot hear it and can be harder to find if placed next to normal bells 19. A room filled with people laying around smoking (They are illusions/ monsters immune) and the PC’s when inhaling will be put in a drugged state. Perfect for say a wealthy club owner. 20. A scroll with an infographic on it, when a character opens the scroll they become frightened by the sight of the infographic for 1d4 * 15 minutes. Name: Spook Chart 21. A trap that will make you talk in a weird noise 22. Pressure plates set off darts that, if they hit (+7 to hit), inject a poison that forces a Wis save or the victims suffer the effects of "Otto's Irresistible Dance"... then an encounter happens. 23. a small totem of Medusa that slowly turns the player to wood but they can still move but have a -10 speed. 24. Animated Fresco (3pp) / Magic trap / A horrible fresco animates, causing all who can see it to make a DC 18 Wisdom saving throw. Those who fail drop whatever they are holding and become frightened for up to one minute. While frightened, a creature must take the dash action and move away from the fresco by the safest available route, unless there is nowhere to move. A creature who ends its turn in a location where it does not have line of sight to the fresco may make a DC 18 Wisdom saving throw, ending the effect on a success. After animating, the fresco cannot animate again for 24 hours. 25. Animate Objects Trap (3pp) Magical trap / When one or more creatures enter the trapped region, up to 11 small or 5 medium weapons animate and attack them. On initiative 10, each weapon moves up to 30 feet towards a target and makes a melee weapon attack against a target within 5 feet at +6 to hit. Small weapons do 5 (1d6 + 2) slashing or piercing (as appropriate) damage on a hit while medium ones do 8 (1d10 + 3). Each weapon has AC 14 and is


destroyed if it takes 18 hit points of damage. They are immune to necrotic, poison, and psychic damage. Casting dispel magic on a weapon causes it to revert to an inanimate state for one hour. 26. Collapsing Roof Mechanical trap / This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. 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. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. 27. Commanding Visage (3pp) Magic trap / When a creature approaches within 10 feet of this large stone visage, it commands the creature to drink a potion of poison lying on the pedestal. The target of the command must make a successful DC 16 Wisdom saving throw or attempt to comply with it. A creature that succeeds on the saving throw is immune from further commands from this face. There is a 50% probability that the stone face has 100 gp gems for eyes. 28. Crossbow Trap (3pp) Mechanical trap / When a creature steps on a pressure plate with more than 20 lbs. of force, or trips another type of proximity trigger, 1d6 crossbows make a ranged attack at +8 to hit at random creatures within a 10 foot by foot area around the trigger. A target that is hit takes 4 (1d8) piercing damage per hit. The crossbows are hidden in the walls and usually concealed by wooden paneling. The DC to spot them is 16. Locating the trigger requires a DC 18 Intelligence (Investigation) check. The trap can be disabled by wedging the pressure plate or blocking the bolt holes. 29. Disembodied Hands with Chilling Touch (3pp) / Magic trap When a creature enters a room being guarded by this trap, a pair of spectral hands appear and target it. Up to six pairs of hands may appear, one per creature in the area. On initiative 20, the hands move up to 50 feet to follow their target as long as the target is within the room, and make a spell attack against their target if they are within 10 feet of the target. The attack is made at +7 to hit. On a successful hit, the target takes 3 (1d6) cold damage and, on a failed DC 15 Constitution saving throw, loses 1 point of Strength until completing a long rest. 30. Disembodied Hands with Vampiric Touch (3pp) Magical trap / When a creature enters a room being guarded by this trap, a pair of spectral hands appear and target it. Up to six pairs of hands may appear, one per creature in the area. On initiative 20, the hands move up to 50 feet to follow their target as long as the target is within the room, and make a spell attack against their target if they are within 10 feet of the target. The attack is made at +7 to hit. On a successful hit,


the target takes 14 (4d6) necrotic damage and cannot regain hit points until the start of the next round. 31. Falling Net Mechanical trap / This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks 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. When the trap is triggered, the net is released, covering a 10-footsquare area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. 32. Falling Stone Blocks (3pp) Mechanical trap / When a creature steps on a pressure plate with more than 20 lbs of force (or, in the case of weak construction, causes a large vibration by, for example, casting thunder wave), several stone blocks fall from the ceiling in a 10-foot radius around the creature. Each creature within the circle must make a DC 15 Dexterity saving throw. Those who fail the saving throw take 18 (4d8) bludgeoning damage while those who succeed take half this amount. The unstable state of the ceiling can be identified with a successful DC 14 Intelligence (Investigation) check. Finding the pressure plate requires a DC 15 Wisdom (Perception) check. 33. Fire-Breathing Statue Magic trap / This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. 34. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast on the statue destroys the trap. 35. Fire Breathing Suit of Armor (3pp) Magic trap / When a creature comes within fifteen feet of the armor, the armor releases a 15-foot cone of fire. Each creature within the cone must make a DC 16 Dexterity saving throw. Those that fail take 17 (4d6) damage while those that succeed take half as much. The trap recharges on a 5 or 6 on 1d6. A variant of this trap is a fireplace breathing sparks instead. 36. Hypnotic Brazier (3pp) Magic trap / This brazier may stand in something resembling an elaborate ritual chamber – with candles, diagrams, tapestries and idols. Its magical flames create a hypnotic pattern. Any creature that looks upon it must succeed on a DC 16 Wisdom


saving throw or be hypnotized by the brazier. A hypnotized creature may attempt a new saving throw at the end of each its turns. Once it has succeeded on a saving throw, the creature is immune to the brazier’s hypnosis for 24 hours. A hypnotized creature makes every effort to get amidst the brazier’s flames as quickly as possible. Each round that a creature spends in the fire it takes 27 (6d8) fire damage. Dispel magic cast with a level 4 spell slot dampens the hypnotic pattern for 1 round, giving any creatures needing to make a saving throw advantage. 37. Magic Mouth (3pp) Magic trap / When a creature comes within 30 feet of the magic mouth, it cries loudly for help. Make three random monster checks. The magic mouth then becomes inactive for one hour. A variant of this trap also casts arcane lock on all exits, increasing the DC to break them down or unlock them by 10. 38. Malevolent Mirage (3pp) Magic trap / A wondrous hypnotic illusion appears. Any creature seeing the illusion must make a DC 16 Wisdom saving throw or use its movement and make the dash action to enter its area. Within the area covered by the illusion may be spiked pits, fire, or any other form of dangerous area. The illusion can be seen through with a successful DC 18 Intelligence (Investigation) check. The mirage could originate from an idol, fresco, statue, gemstone (1d3 x 100 gp), etc. 39. Moving Executioner Statue (3pp) Mechanical trap / If a creature comes within 5 feet of the statue without depressing the bypass switch to disarm it, the statue makes a melee attack at +10 to hit against it. On a hit, the target takes 15 (2d6 + 8) slashing damage. The statue continues to make attacks as long as a target is within range and the statue has not been destroyed or disarmed. The bypass switch can be located with a successful DC 18 Wisdom (Perception) check. The statue is destroyed if it takes 25 points of damage. It has an AC of 15. The statue may guard a pedestal with small gemstones of little value, or stand in a room resembling a shrine or temple. 40. Pits Mechanical trap / Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. 41. Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover


can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. 42. Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. 43. Poison Darts Mechanical trap / When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. 44. Poison Needle Mechanical trap / A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. 45. Rapid Rot (3pp) Magic trap / A creature who touches the objet protected by this trap must make a successful DC 14 Charisma saving throw or it and all objects it is wearing or carrying instantly age 1000 years. For most creatures, this means instant death, leaving only grey, moldy dust remaining. Detecting the trap requires a successful DC 18 Intelligence (Arcana) check. Once the trap has triggered, it cannot do so again for 24 hours. Note: This trap is always linked to an item of great worth (1d6 x 500 gp), usually prominently displayed and surrounded by grim reminders of death and decay. E.g. a solid gold bowl in a room full of graven stone skulls, dust and moldy cobwebs, held by the statue of Death personified.


46. Rolling Sphere Mechanical trap / When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone. With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. 47. The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat. 48. Room Full of Diseased Corpses (3pp) Magic trap / The corpses all have slimy doom. The disease can be recognized with a successful DC 15 Wisdom (Medicine) check. The corpses may be just piled up, or placed elaborately in wooden thrones, hung on hooks, sitting in plush chairs or any other arrangement. They are usually moldy and putrid, but some (25% probability) possess 1d3 pieces of jewelry, value 2d8 x 10 gp. Finding any treasure requires a DC 14 Wisdom (perception) check (and probably touching the corpses). 49. Scything Blade (3pp) Mechanical trap / Typically released by a trip wire, the scything blade can also be swung by a suit of armor. When the trigger is released, the scythe makes a melee weapon attack against a creature within 5 feet at +6 to hit. On a successful hit, it does 6 (1d8 + 2) slashing damage. The trip wire can be noted with a DC 14 Wisdom (Perception) check and the trap can be disarmed by carefully cutting the wire. This requires a DC 12 Dexterity check and failing the check by five or more triggers the trap. 50. Sphere of Annihilation Magic trap / Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a sphere of annihilation that can’t be controlled or moved. It is otherwise identical to a normal sphere of annihilation. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment.


51. Swinging Block (3pp) Mechanical trap / When, after placing more than 20 lbs of force on a pressure plate, a creature removes its weight from the plate, a large stone block swings across on metal chains. Any creature within 5 feet of the trigger must make a DC 15 Dexterity saving throw. On a failed saving throw, the creature takes 21 (6d6) bludgeoning damage. A creature that is moving normally feels the plate shift with a DC 18 Wisdom (Perception) check. If a creature is dashing when it steps on the plate, it has disadvantage on the check. Disarming the trap once the trigger is detected requires a DC 18 Dexterity check with thieves’ tools.

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Hazards Hazards are not necessarily intentionally set to injure, harm, or delay creatures, but instead are usually naturally occurring phenomenon that do in fact either inconvenience or harm creatures. Hazards may include naturally collapsing ice or a wooden floor, or things like green slime or different types of molds that are sometimes found in subterrainean settings. Brown Mold (3pp) Mold is usually hidden in decaying garbs, on a decomposing corpse, a chest, a tapestry covering a wormeaten wardrobe, etc. Green Slime (3pp) Green slime may hang from the ceiling, fall from halfeaten furniture, be concealed in large ceramic pots, a fountain or disguised as a potion in a chest, etc. Rot Grubs (3pp) The bodies may be dead adventurers with a few useful items still on their bodies (20% probability), villagers or just random corpses. Yellow Mold (3pp) Mold is usually hidden in decaying garbs, on a decomposing corpse, a chest, a tapestry covering a worm-eaten wardrobe, etc.


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