Pneumatic Tubes


 

Several brass tubes run along the walls of this abandoned warehouse. Steam billows from a room in the back.

Mechanical Trap

The tubes are connected to a steam engine in the back room. They randomly fire debris as pressure builds up inside of them.

A DC 14 Intelligence (Investigation) check reveals that there is a denser debris field in roughly cone shaped patterns in front of each tube opening on the wall.

Each tube has a 25% chance each round of firing debris. When it fires, all targets in a 15′ cone in front of the tube suffer a +4 ranged attack for 2d8 piercing damage.

The tubes can be disabled by severing them, so they shoot into the ground. If the are dented shut in an attempt to disable them, however, the will explode when they fire. An explosion causes 3d6 piercing damage to all targets within a 20′ radius, with a DC 14 Dexterity saving throw halving the damage.

The steam engine can also be turned off. This requires a DC 14 Intelligence (Investigation) check. Failure on this check turns off the steam release, but not the engine. If this happens, the steam engine explodes in 1d4 rounds. This explosion causes 10d6 fire, piercing, slashing and bludgeoning damage to all targets within 30′. A DC 16 Dexterity saving throw halves this damage.

 

 

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

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