A field of tall grass lies before the castle.

Mechanical Trap

The field is rife with mechanical mines.

A DC 14 Intelligence (Nature) check reveals that the growth of the grass suggests that a path has been followed often. A successful DC 14 Wisdom (Survival) check allows the target to follow this path and avoid the mines.

For each move or dash action taken by a target, there is a 1 in 4 chance that the target will step on a mine. When this occurs, a metal contraption springs upwards and shoots small blades everywhere. The target takes 4d4 slashing damage, with a successful DC 14 Dexterity saving throw reducing this damage by half.

Individual mines may be spotted with a DC 16 Wisdom (Perception) check. If the target is moving at more than half speed, this check is at disadvantage. Once spotted, the mine can be easily avoided.

Each individual mine may be disarmed with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the mine.




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: