Dice Tower Door


 

The hallway slopes up to a wooden door.

Mechanical Trap

The door slides up into the ceiling. When opened, caltrops tumble out into the hall.

A DC 14 Intelligence (Investigation) check reveals several small scratches in the floor, clustered more densely near the door.

The door is spring loaded, so when it is lifted, it opens all the way. When it is opened, all targets within 15 feet of the door must make a DC 14 Dexterity saving throw or take 4d4+4 piercing damage from the caltrops tumbling out of the door. Targets further away can easily avoid the caltrops.

Once the caltrops have spilled out, the entire hallway becomes difficult terrain. Creatures may move at half-speed. If they move faster than half speed, they must succeed on a DC 12 Dexterity (Acrobatics) check or take 1d4+1 piercing damage, and have their moved ended.

The door can be rigged to be opened remotely with rope and a piton or something else. This requires a DC 12 Dexterity check. Once the caltrops spill out, they can be brushed aside. Each 5 foot square requires an action to clear.

 

 

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

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