Fuse Door


 

The closet’s wooden door is closed.

Mechanical Trap

The inside of the door contains black powder. Opening it ignites a fuse that causes the powder to burn and explode.

The closet has several shelves filled with potion bottles, some filled, some empty.

A DC 14 Wisdom (Perception) check reveals that in a small gap under the door, a piece of flint make contact with the door and the steel threshold.

If the door is checked, a DC 12 Intelligence (Investigation) check reveals that the top third of the door is hollow, while the bottom is not.

When the door is opened, the flint sparks, which is noticed with a passive DC 14 (Wisdom) Perception check. This ignites a small fuse in the door which reaches the black powder inside 2 rounds later. This causes the door to explode. Anyone outside the close within 15′ takes 3d6 fire damage, with a DC 12 Dexterity saving throw reducing this damage in half. Those inside the closet also take this fire damage, but also suffer a +8 ranged attack for 2d6 piercing damage from the broken glass.

The trap can be disabled by removing the flint, which requires a DC 12 Dexterity check with thieves’ tools. Failure causes it to spark, which activates the trap.

 

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

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