Round Room


 

A circular door is on the wall.

Mechanical Trap

The circular door leads to a small, cylindrical room that is balanced on a fulcrum.

The door opens into a 10′ diameter cylindrical room that is also 10′ long. A second round door is other side. A DC 16 Wisdom (Perception) check reveals that there is a small air gap between the door and the cylindrical room.

Stepping into the room causes the cylinder to unbalance. The creature stepping into the room must make a DC 16 Dexterity saving throw or the room rolls down the side of the fulcrum. On a successful save, the creature jumps back out of the room. On failure, the creature takes 6d6 bludgeoning damage.

The two doors remain, only the cylinder rolls down the incline.

The trap can be disabled by physically bracing it from an open door. This requires a DC 16 Strength check.

 

Categories: 5e, Dungeons and Dragons, mechanical | Tags: , | Leave a comment

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