Needle Floor


 

At the center of the villa is a small, open air plaza.

Mechanical Trap

Several of the tiles in the plaza are pressure plates. When activated, they cause thousands of poisoned needles to spring up from the rest of the tiles.

A DC 14 Wisdom (Perception) check reveals that several of the tiles are at slightly different depths than the other tiles. These are the pressure plate tiles.

A DC 16 Wisdom (Perception) check reveals that the rest of the tiles are covered in very small holes.

When a pressure plate is stepped on, all of the other tiles spring up needles through the holes. Anyone standing on one of these tiles is attacked with a +8 melee attack for 1 piercing damage. If a creature takes damage from a needle, that creature must make a DC 14 Constitution save or fall asleep for 1 hour.

The pressure plates, unless intentionally avoided, cannot be missed, but can be avoided intentionally with no check.

Once the needles are exposed, they cannot be avoided.

However, they can be broken by using a shield, armor, of even a weapon to clear a path. For each movement action, a DC 8 Dexterity check must be made. If it fails, it means that some needles were missed, and the creature takes the attack from them as normal.

Each pressure plate can be disarmed with a DC 12 Dexterity check with thieves’ tools. Failure sets off the needles.

 

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

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at WordPress.com.

%d bloggers like this: