mechanical

Blow Dart Chest


 

A large wooden chest sits in the corner.

Mechanical Trap

The chest has an air bladder operated blow gun inside.

There are 4 small screws on the top of the lid near the back. A DC 14 Intelligence (Investigation) check suggests that these screws have no obvious function.

A DC 14 Dexterity check with thieves’ tools is required to open the box.

When the box is opened, the lid pushes an air bladder which fires a poison dart with a +4 melee attack for 1d4 hp of piercing damage. On a successful hit, the stricken creature must make a DC 14 Constitution saving throw or fall asleep for 1d4+1 hours. After one hour, the sleeping creature may be awoken normally. However, before then, the creature can only be awakened by either a DC 15 Medicine check or magical healing.

The trap can be avoided by opening the box from behind. It can be disabled by unscrewing the 4 small screws.

 

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Itchy Door


 

A dusty wooden door is closed again.

Mechanical Trap

The dust in the door causes skin irritation.

The door is locked and requires a DC 15 Dexterity check with thieves’ tools to open. Otherwise it has AC 15 and 15 hp or can be broken with a DC 18 Strength check.

If the door is opened normally, a small dust puff is emitted from the door. The creature opening the door must make a DC 12 Constitution saving throw or become itchy for 1 hour.

If the door is broken open, a large dust cloud appears. All creatures within 15 feet must make a DC 14 Constitution saving throw or become itchy for 1 hour.

Itchy creatures receive disadvantage on all skill checks and attack rolls.

The trap can be disabled by covering it in a cloth before opening it. If the door is destroyed, the cloth will limit the cloud to 5 feet.

 

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Round Room


 

A circular door is on the wall.

Mechanical Trap

The circular door leads to a small, cylindrical room that is balanced on a fulcrum.

The door opens into a 10′ diameter cylindrical room that is also 10′ long. A second round door is other side. A DC 16 Wisdom (Perception) check reveals that there is a small air gap between the door and the cylindrical room.

Stepping into the room causes the cylinder to unbalance. The creature stepping into the room must make a DC 16 Dexterity saving throw or the room rolls down the side of the fulcrum. On a successful save, the creature jumps back out of the room. On failure, the creature takes 6d6 bludgeoning damage.

The two doors remain, only the cylinder rolls down the incline.

The trap can be disabled by physically bracing it from an open door. This requires a DC 16 Strength check.

 

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Trompe L’oeil Stairs


 

A seemingly uneven staircase leads downwards.

Mechanical Trap

The staircase is actually perfectly level but has been painted to depict the stairs unevenly.

A DC 12 Wisdom (Insight) check reveals that the uneven stairs are a clever illusion that has been painted on and also grants advantage on the Dexterity (Acrobatics) check when descended the staircase.

Any creature using the staircase must make a DC 12 Dexterity (Acrobatics) check or lose their balance and fall, taking 2d6 falling damage.

The trap can be neutralized disrupting the optical illusion. This can be as drastic as using paint remover on the stairs to something as simple as placing a cloak on the stairs.

 

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Screw Door


 

Stairs lead up to a revolving door.

Mechanical Trap

The revolving door is actually a screw that secures the stairs to the ceiling.

Threads at the top of the door can be seen with a DC 16 Wisdom (Perception) check. A DC 14 Intelligence (Investigation) check can determine that passing through the door by rotating it counter-clockwise unscrews the door, while simply rotating the door clockwise tightens the screw.

After the door is used 3 times, the screw comes out of the ceiling, collapsing the staircase. Creatures on the staircase take 1d6 falling damage and 2d6 bludgeoning damage.

The trap can be neutralized by simply rotating the door clockwise after each time it is used.

 

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Shelf Nails


 

A few coins can be seen high up on a dusty shelf.

Mechanical Trap

The coins are set in the middle of the tops of rusty nails sticking up through the boards.

The nails can be seen with a DC 12 Wisdom (Perception) check.

There are 6gp on the shelf. A creature reaching for the coins must make a DC 12 Dexterity saving throw or take 1 point of piercing damage. If damaged, the creature must also make a DC 12 Constitution saving throw or also take 1 point of Constitution damage.

If the nails are detected, they can be easily avoided by making sure the entire shelf surface can be seen, such as looking at it while standing on a box.

 

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Bellows Door


 

A roaring fire burns in the huge fireplace.

Mechanical Trap

The exit door is hooked to a bellows, which blows air into the fire when opened.

A DC 12 Wisdom (Perception) check reveals several iron nozzles protruding from the fireplace walls.

The door is a little hard to open. It requires a DC 10 Strength check to open. A DC 12 Wisdom (Perception) check made while opening the door reveals the sound of air intake and gears. At this point, a DC 12 Dexterity saving throw may be made to stop opening the door.

If the door is opened, air rushes into the fireplace, which fills the room with flame. All creatures in the room take 4d6 fire damage. With a successful DC 14 Dexterity saving throw, this amount is halved.

The trap can be disarmed by either removing the door or breaking the door. The door has AC 15 and 15 hp. Or it can be removed with a DC 16 Dexterity check with appropriate tools.

The trap can also be disarmed by plugging the nozzles or bending them away from the fire. Plugging requires a DC 18 Dexterity check, and bending them requires a DC 20 Strength check.

 

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Greased Stair


 

A long, steep wooden staircase descends into darkness.

Mechanical Trap

One of the stairs towards the top has been covered in slippery grease.

A DC 14 Wisdom (Perception) check reveals that the 4th stair is a lot shinier than the others.

A creature stepping on this stair must make a DC 12 Dexterity saving throw or trip and fall down the stairs, taking 2d6 falling damage.

A creature who is aware of the stair who steps on in gains advantage on the saving throw. Otherwise, a creature may bypass the stair with a DC 12 Dexterity (Acrobatics) check with advantage. Failure results in falling as above.

The stair can be cleaned of the grease with a piece of cloth by spending an action. This reduces the DC of the saving throw and skill check to DC 5.

 

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Ceiling Chute


 

A large door stretches up almost all the way to the 10 foot ceiling.

Mechanical Trap

The door is connected to a piece of metal. When the door opens, it slides the metal that is right above the ceiling away, causing the glass globe full of acid to drop.

A DC 14 Wisdom (Perception) check reveals a 5’x5′ area in the ceiling near the door that is slightly recessed and doesn’t quite match the color of the rest of the ceiling.

When the door is opened, this recessed area slides aside, dropping a glass globe full of acid. Any creature underneath the door must make a DC 12 Dexterity saving throw or be struck by the globe, dealing 4d4 acid damage, and an additional 1d4 acid damage for 1d4 rounds. On a successful save, the creature takes 1d4 acid damage. Creatures within 5′ must make a DC 12 Dexterity saving throw or take 1d4 acid damage.

If the door is opened partway, the metal sheet can be detached with a DC 16 Dexterity check with thieves’ tools. If this check fails, it causes the globe to fall on the creature attempting to disable the trap. A net or cloth can be rigged under the ceiling to catch the globe as well.

 

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Catch Under Desk


 

An ornate desk has a single drawer that has no handle.

Mechanical Trap

The drawer is opened by a secret catch under it. The catch is surrounded by hidden razor blades.

If the area under the drawer is searched, a DC 14 Wisdom (Perception) check will reveal a small catch to open the drawer. A DC 16 Wisdom (Perception) check reveals the razors.

A creature operating the catch will take 1d4 slashing damage, and will have disadvantage on any checks or attacks that use the hands until the slashing damage is healed. If the razors have been located, a successful DC 14 Dexterity check will avoid the razor damage.

The razors can be removed with a successful DC 16 Dexterity check with thieves’ tools.

 

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