Barrels have been stacked floor to ceiling along one wall. |
Mechanical Trap |
The barrels are filled with a caustic substance. Behind the barrels, the wall is mounted on a piston which pushes the wall into the barrels, knocking them all over. This wall is activated by a pressure plate under one of the stone tiles.
A DC 14 Wisdom (Perception) check reveals that one of the stone tiles just in front of the exit is slightly lifted and less worn than the rest of them. A followup DC 12 Intelligence (Investigation) check shows that the mortar around this tile is actually part of the tile, and that the tile can be lifted out. Underneath the tile is the plate. If a character exits the room through the exit, the pressure plate is activated unless actively avoided, which can be easily done. When the plate is activated, the wall pushes against the barrels, knocking them over. All targets within 10 feet of the barrels must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage and 4d4 acid damage. Other creatures within 30 feet must make a DC 14 Constitution saving throw or take 2d4 acid damage. The plate may be deactivated with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap. The barrels could also be moved. There are 18 barrels. Each one requires a DC 12 Strength check to move. Failure sets off the trap. |