mechanical

Shackle Lock


The locking mechanism to the door is inside a large cylindrical cut-out.

Mechanical Trap

 

When a target opens the lock, an iron ring closes.

A DC 14 Intelligence (Investigation) check reveals that the inside of the cylinder is fitted with an articulated iron band.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. When opened, the target must make a DC 14 Dexterity saving throw. On a failure, the iron ring closes around their arm, trapping them.

The target is restrained. Getting out requires a DC 16 Dexterity check with thieves’ tools. The target that is restrained takes disadvantage on this check if they perform it.

The ring can also be pried open with a DC 18 Strength check. Advantage is granted if a lever, like a small pry bar, is used.

The ring can be disabled prior to unlocking with a successful DC 16 Dexterity check with thieves’ tools, however, failure sets off the trap.

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Retracting Rungs


A pole leads upwards to a hole in the ceiling. Rungs have been attached to the side of the pole to make a ladder.

Mechanical Trap

 

When a target places pressure on one of the rungs near the top, all of thr rungs fold closed.

A DC 12 Wisdom (Perception) check detects that the rungs are attached to the pole via a mechanical device, and not directly welded.

A DC 12 Intelligence (Arcana) check detects that the mechanism is a spring-loaded mechanism.

A DC 14 Wisdom (Perception) check detects that several rungs near the top have a slightly different mechanism.

When one of the top rungs has pressure applied to it, the rungs all immediately fold in. Targets on the pole may make a DC 14 Dexterity saving throw. On a failure, they fall, taking the appropriate damage. On a success, they are hanging onto the pole.

Climbing the pole requires a successfull DC 12 Strength (Athletics) check for each 5 feet, with failure causing the target to fall.

There are too many rungs to skip over, but the trap can be disabled by removing one of the rungs and disabling the central mechanism. This requires a successful DC 13 Dexterity check with thieves’ tools. Failure by 5 or more automatically sets off the trap, folding up the rungs on the spot.

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Bag of Coins on Bottom Shelf


A heavy metal bookcase is here, filled with junk.

Mechanical Trap

 

The bookcase is overbalanced and falls over when the heavy bag of coins is removed from the bottom shelf.

A DC 8 Wisdom (Perception) check detects a coin bag among the clutter on the bottom shelf.

A DC 14 Intelligence (Investigation) check reveals that the bookcase is very top-heavy.

When the bag of coins is removed (it contains 2,000 cp), all targets in a 10′ line in front of the bookcase must make a DC 12 Dexterity saving throw. On a failure, they take 3d6 bludgeoning damage, are knocked prone and are restrained by the bookcase on top of them.

The bookcase can be lifted with a DC 8 Strength check. If restrained, this check is at disadvantage.

The bookcase can be secured to the wall with a DC 8 Dexterity check with thieves’ tools. Additionally, the top two shelves can be cleared of items to rebalance the bookcase.

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Metal Shelves


A heavy metal bookcase is here, filled with curiosities.

Mechanical Trap

 

The shelves are rigged to collapse when items are removed.

A DC 12 Wisdom (Perception) check detects a small lever underneath each shelf.

When an item is removed from a shelf, the shelves all collapse. The target must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage.

The shelves can be enabled or disabled to fall by setting the levers in the correct sequence. This requires a DC 14 Intelligence (Investigation) check.

An item can be removed and not cause the shelf to fall with a successful DC 14 Dexterity (Sleight of Hand) check.

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Pie Shelf


Several pies sit on a shelf.

Mechanical Trap

 

When a pie is removed, it causes the center pie to fly into the face of the target.

A DC 12 Wisdom (Perception) check detects that each pie is slightly elevated, as if they are resting on something.

When any pie is moved, it causes the center pie to fly into the face of the target. This pie is filled with lye and other stuff. The target must make a DC 14 Dexterity saving throw. On a failure, the pie hits the target in the face, causing 1 hp of acid damage, and blinding the target for 1d4 minutes.

The shelf can be disarmed by lifting it slightly and cutting a wire. This requires a DC 12 Dexterity check. Failure causes the pie to launch.

A pie could also be moved from the side with a stick or something, and the pie will fly harmlessly away.

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Tap on the Shoulder and Knife


The cabinet is locked.

Mechanical Trap

 

When the cabinet is opened, a small pole taps the target on the leg, while a sharp knife slashes out from the other side.

A DC 12 Intelligence (Investigation) check reveals that the sides of the cabinet are cleverly painted paper that matches the wood grain of the cabinet.

When the cabinet is opened, the target must make a DC 12 Wisdom saving throw as a small metal rod pokes their leg. On a failure, the  the knife attack is at advantage. The knife comes out from the other side and makes a +8 melee attack for 1d4+1 piercing and slashing damage.

If the paper is removed, the rod and knife can be easily removed, negating the trap entirely.

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Cigar Cutter Tile


The floor is made from checkered tile.

Mechanical Trap

 

The tile in front of the far door opens up to reveal a small pit, and blades snap shut.

A DC 14 Wisdom (Perception) check detects that the tile in front of the door is slightly depressed and has a thin line in the middle.

When this tile is stepped on, the target must make a DC 14 Dexterity saving throw. On a failure, their foot falls into a small hole, and then a blade from each side slices into the leg, causing 8d4+8 slashing damage. The target is then restrained and taked 1d4+1 slashing damage at the start of their turn each round until freed.

In order to free oneself, the target needs to push the blades open with either a DC 12 Strength check, or a DC 12 Dexterity check with thieves’ tools. Either way requires an action.

The staircase is one huge saw, with each stair a blade.

The trap can be disabled with a DC 14 Dexterity check with thieves’ tools.

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Sawblade Stairs


A circular staircase leads upwards.

Mechanical Trap

 

The staircase is one huge saw, with each stair a blade.

A DC 12 Wisdom (Perception) check detects that the front edge of each stair has very small teeth.

A DC 14 Wisdom (Perception) check reveals that 10 of the middle stairs have small springs underneath it where it attaches to the post.

When a stair more than halfway up is stepped on, the entirie staircase rotates. Each target on the stairs must make a DC 16 Dexterity saving throw. On a success, the target may jump off, taking appropriate falling damage. On a failure, they take the falling damage as well as an additional 8d6 slashing and bludgeoning damage.

The saw can be disabled by disabling the spring mechanism. This requires a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Glass Display Case


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.

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Arc Arch


A metal archway connects the two areas.

Mechanical Trap

 

The archway will send electricity to anyone wearing metal armor.

A DC 12 Wisdom (Perception) check detects slight humming from the archway.

A DC 12 Intelligence (Investigation) check reveals that a current runs through the archway.

When a target wearing metal armor walks through the archway, they take 4d6 electricity damage and become restrained. A DC 14 Constitution saving throw halves the damage and prevents the target from being restrained. While restrained, the target takes 4d6 electricity damage at the start of their turn. On their turn, they can make a DC 14 Constitution saving throw to break away.

The trap can be defeated by locating the switch box with a DC 14 Wisdom (Perception) check and then cutting the correct wires with a DC 14 Intelligence (Investigation) check.

Alternatively, it can be shorted by connecting a metal device from the arch to the ground. However, unless grounded, that target shorting the arch takes 6d6 electricity damage.

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