Flood, Circuit and a Door


An open door leads to a set of stairs that go down to a room with a bowl-shaped depression in the middle.

Mechanical Trap

Water floods the room through a small open hatch on one side. When the hatch is closed, it completes an electric circuit.

A DC 12 Wisdom (Perception) check reveals a small drip of water coming from an open hatch on one side of the room.

Several copper contacts can be seen, both on the hatch and the opening with a DC 14 Wisdom (Perception) check. These line up.

One round after a creature enters the room, water begins to pour through the open hatch. If unchecked, the room fills up in 6 rounds. The water is filled with toxic substances. One round after the flow starts, anyone in the room must make a DC 12 Constitution saving throw or take 1d2 CON damage and become poisoned for up to 1d4 rounds after leaving the water.

Shutting the hatch requires a DC 12 Strength check. Once shut, the water stops, and the existing water drains off in 1d6 rounds. However, shutting the door completes an electrical circuit. This causes 8d6 electrical damage to anyone making contact with the water, with a DC 14 Constitution saving throw halving the damage.

The contacts can me removed in 2 rounds with a successful DC 12 Dexterity check with thieves’ tools. When removed, little wires are exposed. If the check fails, the contacts are still removed, but the wires adjust when closing, causing contact and setting off the trap.


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

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