Logjam


 

A 4 way intersection of the hallway is up ahead.

Mechanical Trap

Two very large logs are suspended in each side hallway and are tripped by wires that cause them to be loosed, smashing anything in the middle

A DC 12 Wisdom (Perception) check detects a thin tripwire just before the hallway. A separate check is required for each tripwire.

When the tripwire is triggered, the logs swing down. Any target in the intersection, including the target that tripped the wire, must make a DC 12 Dexterity saving throw or take 6d6 bludgeoning damage and become stunned for 1d4 rounds.

Note that the first tripwire can be avoided, but the second one can be tripped. In that case, the target tripping it is not subject to the attack, assuming they are moving forward out of the intersection.

The tripwires can be cut with a DC 12 Dexterity check with thieves’ tools. Failure results in the trap being triggered, but as long as no one is in the hallway, apart from a loud noise, no one will be subject to the attack.

Once in the hallway, the logs to the sides are quite obvious.

 

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

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