Garderobe Hatch

A thick stone hatch has been installed in the ceiling.

Mechanical Trap


This hatch is used to empty the garderobe above. It has not been opened for some time.

A DC 8 Wisdom (Perception) check detects the faint smell of sewage from above.

A DC 12 Intelligence (Investigation) check detects that the stone plug has been lined with some kind of material that acts as a waterproof seal.

The hatch can be opened by spinning the wheel on it until it clicks twice, then it falls open. However, when this happens, raw sewage pours into the room. All targets in a 20′ circle under the hatch must make a DC 16 Dexterity saving throw. On a failure, they are covered in sewage. They must make a DC 11 Constitution saving throw. On a failure, they contract sewer plague. Also, on a success or failure, the target becomes poisoined until they spend at least 5 minutes with 1 gallon of water to clean up.

The first click sets up the hatch to be opened from the garderobe above. Once this first click happens, a wheel can be turned in the garderobe above to open the hatch safely.

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

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