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

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