Hourglass Room


 

Sand falls from a hole in the ceiling into a large iron pot on the floor.

Mechanical Trap

When the iron pot fills up with sand, the entire room rotates to flip upside down.

A DC 14 Wisdom (Perception) check reveals that the 2 doors (one on each side of the room) are set into a second wall behind the first wall.

1d4 rounds after the room is entered, the sand stops, and the entire room flips upside down. All creatures in the room take 1d6 falling damage. Also, the doors are not present in the room when it flips. In order to escape, creatures must wait 1 hour for the sand to fall and flip the room again, or somehow break through the ceiling. The ceiling is AC 15 and has 200 hp.

A DC 18 Dexterity check will allow the trap to be disabled by jamming 20 hp worth of material into a doorframe.

 

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

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