Trap Generator
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Infestation Trap
A door or chest is rigged to activate when opened, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +4 to hit (or DC 11) against one target, Casts Infestation centered on the triggerer
Trigger: door, activates when a door or chest is opened.
Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door 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 11) on the trap will cancel the stored spell.
Vicious Mockery Trap
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: DC 15 to find, DC 15 to disable
+4 to hit (or DC 11) against one target, Casts Vicious Mockery centered on the triggerer
Trigger: light beam, a beam of light activates the trap when broken.
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) | 3 (1d4) | 5 (2d4) |
| Small (chest, lute) | 4 (1d6) | 9 (3d6) |
| Medium (barrel, chandelier) | 7 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 8 (1d10) | 41 (5d10) |
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