A glass display case is here. It has several shelves, each one holding a valuable. |
Mechanical Trap |
A diamond-studded wire slams down if the valuable is taken. The glass of the shelves can be opened without being broken with a successful DC 12 Dexterity check with thieves’ tools. If it fails, the glass breaks. The valuable sits on a small piece of velvet that covers a pressure plate. A slight bulge can be seen with a successful DC 14 Wisdom (Perception) check. When the valuable is taken, the wire slams down. The target must make a DC 14 Dexterity saving throw or take 4d4 slashing damage, and gain disadvantage on all Dexterity-based rolls until the damage taken is healed. The pressure plate must be disarmed from below the shelf. This requires a successful DC 14 Intelligence (Investigation) check to determine which mechanism to disable, and a successful DC 14 Dexterity check with thieves’ tools to disable. If the Dexterity check fails, the trap is sprung in the compartment above. If the Investigation check fails, then the trap in the current compartment is set off when the Dexterity check is made; the result does not matter. |