mechanical

Narrow Corridor


 

The corridor is very narrow and will be a tight squeeze.

Mechanical Trap

A pressure plate in the middle of the hall causes dozens of little hooks to protrude from the walls, making progress very difficult.

A DC 14 Wisdom (Perception) check reveals several small indentations in the walls as well as a rectangular indentation in the middle of the floor.

The indentations purpose can be discovered with a DC 12 Intelligence (Investigation) check. Each wall indentation has a small barbed hook flush with the wall. The floor indentation appears to be a pressure plate.

If the plate is stepped on, all the hooks protrude into the hallway. Medium-sized or larger creatures that move through the hall take 1d4 slashing damage each time they move, and must make a DC 12 Dexterity (Acrobatics) check to move more than 5 feet, where they get stuck on hooks. It requires either a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength check as an action to free oneself. If the Strength check is used, the target takes an additional 1d4 slashing damage.

Each hook can be easily pulled out of the wall. There are 12d12 hooks in the wall. The pressure plate can also be disabled with a successful DC 12 Dexterity check with thieves’ tools. Failure by more than 5 sets off the trap.

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Rotating Beam


 

A wide beam crosses the chasm.

Mechanical Trap

The beam is not secured, and rotates.

A DC 14 Intelligence (Investigation) check reveals that the end of the beam where it is secured into the ground appears to have a rotating mechanism.

When the beam is crossed, it begins to rotate. The target must make a DC 14 Dexterity saving throw or fall, taking 3d6 damage. A target may walk across the beam without having it rotate. To do so, each movement requires a successful DC 14 Dexterity (Acrobatics) check. If this fails, the beam rotates as above.

The beam may be secured at either end with a successful DC 14 Dexterity check with thieves’ tools.

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Leaky Gas Pipe


 

A chest sits in the back of this room.

Mechanical Trap

A leaky gas pipe is under the chest. When opened, the chest makes a spark underneath, igniting the gas.

A DC 12 Wisdom (Perception) check notes that the chest is raised from the floor by about 1/4″, and that the edges on the bottom are blackened. If examined, the bottom of the chest is raised up an additional inch from the edges. If the chest can be examined underneath without moving it, there is an obvious flint and steel striking mechanism, triggered by a wire running out of the chest.

A DC 14 Wisdom (Perception) check reveals a strange smell coming from the chest. A DC 14 Intelligence (Investigation) check determines that the smell is gas.

When the chest is opened, the lid operates a striker on the bottom of the chest. This sets off the gas. All targets within 15′ take 3d6 fire damage, with a DC 14 Dexterity saving throw reducing this by half. The chest is undamaged. Moving the chest also sets off the trap.

A DC 14 Wisdom (Perception) check lets the target see a small wire near the hinge in the gap between the lid and box.

A DC 14 Dexterity check with thieves’ tools allows this wire to be cut, disabling the trap.

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Gold Pouch


 

A pouch of coins has been hidden behind the panelling in the wall.

Mechanical Trap

Several sharp objects have been place above the pouch. If the pouch is moved, these objects fall as the pouch strings are entangled with the objects above.

A DC 12 Wisdom (Perception) check reveals that the purse strings are knotted, and the ends lead upwards.

If the pouch is removed, the strings pull the sharp objects down. The target must make a DC 12 Dexterity saving throw or take 3d4 piercing damage.

The pouch can be removed safely by cutting the strings first. This requires a DC 12 Dexterity check. Failure results in the objects falling.

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Push-Button Lock


 

A button on this side of the door appears to unlock it.

Mechanical Trap

The button does indeed unlock the door. It also fires a small dart at the target.

A DC 16 Wisdom (Perception) check reveals that one of the knotholes in the door looks like it has been worked on and finished.

When the button is pushed, the door makes an audible click as it unlocks. The clicking sound also masks the sound of the dart being fired. The dart is a +4 ranged attack for 1d4 piercing damage. If the target takes damage, the target must make a DC 12 Constitution saving throw or become poisoned for 1 hour.

The trap can be disarmed by plugging the knothole with just about anything that is at least 1 inch thick.

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Vacuum Windows


 

The windows in this room overlook a large, metal-lined chamber, with a large diamond sitting on a pedestal in the middle, 30 feet down.

Mechanical Trap

The chamber is a vacuum.

A DC 14 Intelligence (Investigation) check reveals that windows have double-paned glass.

The windows are difficult to open, and require a DC 12 Strength check. They are also difficult to break. They have AC 10 and 10 hp.

If a window is opened or broken, all targets in the room must make a DC 14 Dexterity saving throw or get pulled through the window. The target takes 2d6 slashing damage as they pass through the window and 3d6 falling damage.

The trap can be disarmed by carefully drilling a small hole in the window frame (not the pane) with a DC 12 Dexterity check with thieves’ tools. This allows the air inside to come to equilibrium in 6 rounds. If the check fails, the trap is sprung.

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Grinding Stairs


 

A spiral stairway ascends upwards.

Mechanical Trap

When a trap door is opened at the top of the stairs, the stairs begin to rotate like a drill bit, driving characters on the stairs upwards.

A DC 14 Wisdom (Perception) check reveals gears under the floor at the base of the stairs.

The stairway ends in a false trap door. When opened, it reveals a stone slab 3 inches above the door, and activates the trap.

The stairs move upwards at 5 feet per round. Anyone within 5 feet of the ceiling takes 2d6 bludgeoning damage at the beginning of their turn.

In order to move downwards, a successful DC 12 Dexterity (Acrobatics) check must be made for each movement attempted. Failure results in the target falling prone and no movement. Each move taken is at 1/5th normal movement, so 2 move actions from a 30′ base move would result in 7 feet of movement downwards (12 feet – 5 feet).

A DC 12 Dexterity check with thieves’ tools disables the gears and stops the stairs from rotating.

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Glassy Shard Wall


 

It looks like the wall would be a fairly easy 20 foot climb down.

Mechanical Trap

Several small bits of glass shards have been stuck into the mortar in the bricks.

A DC 14 Wisdom (Perception) check reveals the glass shards sticking out.

When a target climbs down the wall, they must make a DC 14 Dexterity saving throw, or take 1d2 piercing damage from the glass. If they are damaged, they must make a 2nd DC 14 Dexterity check or fall.

Those that are aware of the shards can make a DC 10 Acrobatics check to avoid the shards. Failure simply means they were not avoided.

The shards can be removed if the path down the wall is swept with a long pole or other object.

A DC 14 Wisdom (Perception) check detects a buzzing sound on the other side of the door and some of the light coming through the seams is blocked by a sticky object.

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Hornet Nest


 

The door ahead appears to be stuck.

Mechanical Trap

The door is stuck a bit. On the other side, a hornet nest covers part of the door and wall.

A DC 14 Wisdom (Perception) check detects a buzzing sound on the other side of the door and some of the light coming through the seams is blocked by a sticky object.

The door requires a DC 8 Strength check to force open. When it is forced open, it breaks the hornet nest. All creatures within 30′ of the door are attacked by hornets. This is a +4 melee attack for 1d6 damage. On a successful hit, the target must make a DC 12 Constitution saving throw or be poisoned for 1d4 minutes.

The nest can be removed by inserting an object, like a long knife or sword into the seams of the door and cutting the nest. After 1 minute, the hornets will have dispersed.

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Needle in a Haystack


 

A chest is in the corner.

Mechanical Trap

The chest is unlocked, and full of straw packing material which hides several needles.

A DC 18 Wisdom (Perception) check reveals one or two of the needles’ point protruding from the straw.

If the straw is examined, the target suffers a +4 melee attack for 1d2 damage. If the attack succeeds, the target must make a DC 14 Constitution saving throw or fall into a comatose state for 1d4 hours.

While in the comatose state, the target can only be awakened by the use of greater restoration.

The needles and straw can be separated with 5 successful DC 14 Dexterity (Sleight of Hand) checks. Any failure triggers the attack.

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