Trap Generator
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Chromatic Orb Trap
A phrase etched on a wall is enchanted to trigger when read aloud, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +8 to hit (or DC 15) against one target, Casts Chromatic Orb centered on the triggerer
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 15) cast on the phrase destroys the trap. Casting dispel magic (DC 15) on the trap will cancel the stored spell.
Grinder Trap
A door or passage is trapped and must be disabled by supplying it with power through the copper wires to clay batteries that need to be filled with acid or acidic fruit (like oranges) which can be found nearby. If power isn't supplied then the trap is triggered, which opens the walls, revealing two large mechanical grinders that close in and grind up anyone caught inside. The walls are made up of tall slatted panels.
Effect: Targets all creatures within a 10 ft. square area, grinders emerge from the wall dealing 13 (2d10) damage on a failed DC 15 DEX save.
Trigger: clay battery, copper wires stick out of a door or other way forward and must be powered by a clay battery to stop the trap.
Countermeasures: Putting acid or acidic fruit juice into the clay batteries and hooking up the wires disables the trap.
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) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 5 (1d8) | 18 (4d8) |
| Large (cart, 10x10 ft. window) | 5 (1d10) | 19 (5d10) |
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