The cabinet has a small puppet theater built into it. Three puppets are suspended from strings. |
Mechanical Trap |
The puppets strike anyone who opens drawers or doors on the cabinet. A DC 14 Wisdom (Perception) check detects that the strings are attached to a pulley system above that connects to the back of the cabinet and breaks out into several strings. A search of the puppets reveals that each has a blade concealed under their costumes. When any of the doors or drawers are opened, a loud twang is heard as the puppets strike out with their blades. The target must make a DC 14 Dexterity saving throw or take 3d4 slashing and piercing damage. The trap can be disabled by cutting the strings or removing the blades. Cutting the strings requires a successful DC 14 Dexterity check. Failure activates the trap. Removing the blades requires a successful DC 12 Dexterity check. Failure activates the trap and causes the saving throw to be at disadvantage. |