mechanical

Bamboo Tubes


 

A bamboo door leads out of the room.

Mechanical Trap

When the door is approached, small bamboo darts fly outwards, aimed by goblins.

A DC 10 Wisdom (Perception) check shows that the door has no visible means of being opened.

A DC 14 Wisdom (Perception) check reveals that there is some movement behind the bamboo door. A DC 18 Wisdom (Perception) check lets the character notice small bamboo tubes tracking their movement.

When a target gets within 10 feet of the door, 4 bamboo darts shoot from the tubes. Each is a +4 ranged melee attack for 1d4 damage that happens on Initiative 20. If the target takes damage, they must also make a DC 12 Constitution saving throw for each source of damage or be knocked unconscious for 1d10 minutes.

Using an action, a tube can be pulled from the door or broken with a DC 8 Strength check.

If the door is breached, the attacks stop. The door has AC 12 and 10 hit points.

 

 

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Shackle Handle


 

The oak door has recessed door pulls.

Mechanical Trap

When the door pull is pulled, shackles are activated.

A DC 14 Wisdom (Perception) check reveals several hinges inside the recessed area.

A DC 14 Intelligence (Investigation) check shows that these hinges activate the iron frames inside the recess.

When a target pulls on the door pull, the iron frame clamps down on the target’s arm. The target must make a DC 14 Dexterity saving throw or become restrained.

Once trapped, the shackles can be broken with a DC 20 Strength check, or disassembled with a DC 18 Dexterity check with thieves’ tools.

The trap can be disabled with a DC 20 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

 

 

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Pepper Spray


 

The window into the kitchen is slightly ajar.

Mechanical Trap

The window is rigged to blow a concentrated puff of black pepper when opened.

A DC 11 Wisdom (Perception) check reveals a string on the top of the window running up onto the inside wall.

When the window is opened, the string activates a small air puff that blows a cloud of black pepper. The target must make a DC 12 Constitution saving throw. On a failure the target is incapacitated for 1d4 rounds and poisoned for 1d6 rounds. On a success, the target is poisoned for 1 round.

The trap can be disabled easily by cutting the thread with a DC 5 Dexterity check. On a failure, the trap is sprung.

 

 

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Poison Ladder


 

An oily ladder leads upwards.

Mechanical Trap

The ladder is coated in a substance that causes drowsiness after exposure.

A DC 14 Intelligence (Nature) check reveals the substance to be from a wildflower known to induce sleep.

Each round someone is climbing the ladder, they must make a DC 12 Constitution saving throw or fall, taking the appropriate falling damage.

If a target wears a mask or similar device, they have advantage on the saving throw.

The substance can be removed with water, but the entire ladder would have to be cleaned, which takes at least 3 gallons of water and 15 minutes.

 

 

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Shaft


 

A short, arched, wooden hallway leads to the next room.

Mechanical Trap

The floor is made of thin wood that covers an old well.

A DC 14 Wisdom (Perception) check shows that the floor is slightly warped.

A DC 14 Intelligence (Investigation) check reveals that the floor is made of very thin wood.

About halfway down the hall, the floor collapses. The target must make a DC 14 Dexterity saving throw, or they fall down the 30′ well, taking 3d6 damage.

The trap can be circumvented by covering the 10′ diameter well with another piece of wood, or it can be jumped over. However, if the 10′ jump fails, the target falls through the floor.

 

 

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Hidden Bear Trap


 

A walnut armoire is in the corner, sitting atop an ornate wooden floor.

Mechanical Trap

A bear trap is concealed in the wooden floor.

A DC 12 Wisdom (Perception) check detects that the pattern in the floor has some seams in it in the shape of a large oval, with a center circle.

A DC 12 Intelligence (Investigation) check reveals that several pieces of wood are removable.

If the section of floor is stepped on in front of the armoire, the bear trap under the floor is activated. The target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage, and become restrained. It requires a DC 16 Strength check to open the trap. A DC 14 Dexterity check with thieves’ tools can also open the trap, but failure by 5 or more causes an additional 1d6 piercing damage.

The wood in the center can be removed with a DC 12 Dexterity check. This exposes the center of the bear trap. Failure sets off the trap.

The sides can be removed as well with a DC 12 Dexterity check which exposes the sides. Failure does not set off the trap.

Once exposed, the trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

Of course, the trap can be set off with a device 5 foot in length or more with no consequence.

 

 

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Exploding Window


 

A large plate glass window overlooks the courtyard.

Mechanical Trap

A pressure plate in front of the window sets off an explosion which shatters the glass.

A DC 14 Wisdom (Perception) check reveals a large seam in the shape of a rectangle around several tiles next to the window.

If the window is approached, the pressure plate activates. Explosives shatter the window. All targets within 10′ of the window take 3d6 slashing and piercing damage, with a DC 14 Dexterity saving throw halving this damage.

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

The explosives can be disabled with a DC 12 Dexterity check with thieves’ tools.

Failure by 5 or more on either check sets off the trap.

 

 

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Sodium Chest


 

A metal chest sits in the corner.

Mechanical Trap

The chest is half full of water. A chunk of sodium is lodged in the lid which falls into the water when opened.

A DC 12 Wisdom (Perception) check detects traces of water near the base of the chest that appears to be leaking from the chest.

When the chest is opened, the sodium falls into the water. All targets within 15′ take 4d6 fire damage, with a DC 16 Dexterity saving throw halving this damage.

The trap can be disabled by drilling a hole in the bottom of the chest and allowing the water to drain out.

If the chest is shaken vigorously, via a DC 14 Strength check, the sodium will fall into the water. As long as the chest is still locked, no damage will happen. If the chest has been unlocked, it will be set off as above.

 

 

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Sludge


 

A trapdoor can be pulled down from the ceiling.

Mechanical Trap

When the trapdoor is pulled down, thick sludge pours down onto the victim.

A DC 16 Wisdom (Perception) check reveals a bit of moisture around the edges of the trapdoor.

A DC 16 Intelligence (Investigation) check shows the moisture to be raw sewage.

When the trap door is pulled open, a container of sewage tips over and pours down the door. The target must make a DC 14 Dexterity saving throw or be covered in sludge. Every hour that the target is covered in sludge they must check to see if they are infected with sewer plague.

Also, while covered in sludge, any social checks are made at disadvantage.

It requires 1d4+2 round to clean off the sludge and also requires 2 gallons of water. 1 quart of water can be used if clothing/armor is changed.

The trap can be disabled by either remotely pulling down the door by fashioning a device, or by pushing up on the trap door and letting the bucket slide off the door. The latter requires a DC 14 Dexterity check. If this check fails by more than 5, the door opens and splashes the sludge onto the target.

 

 

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Alchemist’s Fire Wind Chimes


 

Several small ceramic pots hang from the ceiling, making a gentle, pleasant clanking in the slight breeze.

Mechanical Trap

A pressure plate near the door operates a bellows that blows onto the pots, causing them to smash and break. They are filled with alchemist’s fire.

A rug has been laid over the pressure plate in front of the door. If it is moved, the pressure plate is easily seen.

Characters within 5 feet of the pots notice a slight acrid odor coming from the pots with a successful DC 16 Wisdom (Perception) check. Those that succeed may identify the scent as alchemist’s fire with a successful DC 14 Intelligence (Investigation) check.

A successful DC 16 Wisdom (Perception) check reveals a small hole in the wall near the pots. A followup DC 16 Intelligence (Investigation) check shows that the inside of the hole is lined with metal and appears to be some kind of nozzle.

When the pressure plate is stepped on, a gust of wind blows from the nozzle, causing the pots to crash against each other violently. All targets within 10 feet of the pots (which includes the square with the pressure plate) must make a DC 14 Dexterity saving throw. On a success, these targets take 1d6 fire damage. On failure, they take 3d6 fire damage and are set on fire. Each round, a target on fire takes 1d6 fire damage at the start of their turn. They may spend the entire round to douse the flames.

The pressure plate can be easily avoided if detected, or disabled with a DC 16 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

The nozzle can also be plugged by placing wood or metal in the nozzle and making a successful DC 16 Strength check. If this check fails, the plug fires at the target on the pressure plate when activated, and makes a +4 ranged melee attack for 1d4 piercing damage, as well as setting off the normal trap.

 

 

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