Toxic Vault


A large metal door secures a vault.

Mechanical Trap

 

The inside of the vault has been filled with toxic gas.

A DC 14 Wisdom (Perception) check detects slight corrosion near the edges of the vault door.

A DC 16 Intelligence (Investigation) check reveals that the corrosion must be coming from inside the vault, as no other parts of the door are damaged.

The vault requires a DC 18 Dexterity check with thieves’ tools to unlock. Due to the corrosion, it then requires a DC 12 Strength (Athletics) check to pull open.

When the door opens, a green gas cascades into the room, filling it up at the rate of 20′ per round for 1d4+2 rounds. Those within 20′ must make a DC 16 Constitution saving throw immediately as the gas moves 20′ right away. On a failure, the target becomes poisoned for 1 hour and falls unconscious.

On subsequent rounds, if any target is in the gas, they must make the saving throw.

Unconscious targets must be removed from the gas and can be awakened with an action. Otherwise, they will wake up in an hour.

Disarming the trap would require something to either drain the gas or keep it at bay, likely requiring magic.

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

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