mechanical

Un-barred Door


 

A wooden door leads to the next room.

Mechanical Trap

 

The door is locked but the bar is propped open. The bar slams shut if the trap is set off.

A DC 14 Intelligence (Investigation) check detects small gears near the rotating point of the bar.

A DC 14 Dexterity check with thieves’ tools is required to unlock the door.

If the door is unlocked without disarming the trap, the target must make a DC 14 Dexterity saving throw or take 4d6 bludgeoning damage from the bar, which slams downwards.

The gears can be jammed with a successful DC 16 Dexterity check with thieves’ tools. This prevents the bar from slamming down.

Once the bar has been activated, the gears must be reset to open the bar. This requires a DC 15 Dexterity check with thieves’ tools.

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Barred Door


 

A wooden door leads to the next room.

Mechanical Trap

 

The door is locked. If the lock is not opened correctly, bars slide down from the ceiling on the inside of the door, firmly locking it in place.

A DC 14 Wisdom (Perception) check detects a small gap between the floor and door and the ceiling and door. Several 1-inch holes have been bored into the floor, door, and ceiling.

A DC 18 Intelligence (Investigation) check of the lock reveals that it controls another mechanism in the door.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. However, if the trap is not disarmed first when opened, bards slide down from the ceiling, through the door, and into the floor.

The bars are spaced 2 inches apart and are each 1 inch of steel.

The trap can be disabled before being activated with a successful DC 18 Dexterity check with thieves’ tools, which will disable the trigger spring.

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Fake Castle Door


 

A small sally port is on the back wall of this castle, which is in the middle of a field full of dried grass.

Mechanical Trap

 

The port is fake, but trying to open it sets off a fire in the grass.

A DC 16 Intelligence (Investigation) check reveals that the door is fake, and small wires run from the bottom into the ground.

If an attempt is made to open the door, all targets within 30′ of the door take 2d6 fire damage as the grass ignites. A successful DC 14 Dexterity saving throw halves this damage.

The fire spreads 60 feet per round, out to the edge of the grass which is 200 feet away. The grass then burns for 1d6+6 rounds. At the beginning of a target’s turn, they take 1d6 fire damage if they are in a burning grass zone, and 1d6 fire damage if they end in a burning grass zone.

Unless extreme measures are taken (like conjuring massive amounts of water) the fire in a square can’t be put out, as it immediately reignites.

A DC 16 Dexterity check with thieves’ tools allows for the wires to be cut. Failure sets off the trap.

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Pouch of Gems?


 

A small fire burns in this large fireplace.

Mechanical Trap

 

A bag of gems is hidden up the chimney where a brick has been removed. The bag holds in gunpowder that has been put in the hole.

A DC 12 Wisdom (Perception) check spots a bag up the chimney, tucked away in a small recess where a brick has been removed. 

A DC 16 Wisdom (Perception) check detects small granules on the bag. A DC 12 Intelligence (Investigation) check identifies these granules as gunpowder.

When the bag is removed, the gunpowder spills out into the fire. All targets within 30′ take 6d6 fire damage, with a DC 14 Dexterity save halving this damage.

In order to safely retrieve the gems in the bag, the fire needs to be completely put out. This requires a DC 8 Intelligence (Investigation) check and access to water. If this check fails, the gunpowder still explodes, but deals half damage.

The bag can be cut open and the gems removed with a successful DC 14 Dexterity check. Failure results in the gunpowder falling into the fire.

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The Door is Ajar


 

A metal door is partially open.

Mechanical Trap

 

The door is also framed in metal and has metal brushes underneath. When the circuit from the bottom frame to the door is complete, it delivers an electric shock.

A DC 14 Wisdom (Perception) check detects the brushes under the door and small scratch marks on the wide metal bottom frame.

The door needs to be opened more to enter the room.

When the door is touched, the circuit between the metal frame and the door is completed. The target takes 6d6 electricity damage and is knocked prone. A DC 16 Constitution saving throw halves this damage and negates the prone condition.

The metal frame can be bypassed easily, but will not be unless specifically avoided. 

The electricity can be shut off by unscrewing the bottom metal frame and disconnecting the wires underneath. This requires a successful DC 16 Dexterity saving throw with thieves’ tools. Failure by 5 or more delivers a shock as above.

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Vacuum Tube


 

A small shaft is in the wall.

Mechanical Trap

 

A pressure plate in the middle of the shaft opens up the far door, which leads to a large, vacuum-sealed chamber.

The shaft is horizontal, and is 3’x3′. It is made of uneven stone that sticks out, and is sharp in places.

A DC 12 Wisdom (Perception) check detects that a 3’x’3′ section of stone is a slightly different shade than the rest of the stone. This is the pressure plate that activates the trap. It is placed 20′ from the end of the shaft which ends in a stone wall that has a little moisture on it.

When the pressure plate has weight applied to it, the stone wall at the end of the shaft rapidly slides upwards. All targets within 30′ of the end of the shaft must make a DC 14 Strength (Athletics) check, or be swept down the shaft into the chamber, taking 2d6 bludgeoning and 2d6 slashing damage along the way. They are prone when deposited into the room.

Targets that fail their saving throw cause targets closer to the wall than them to make their save at disadvantage.

The pressure plate can be avoided by planking across the shaft and going over it without touching it. This requires a successful DC 18 Strength (Athletics) check.

The plate can be disabled by wedging it open. This requires a successful DC 14 Dexterity check with thieves’ tools.

Failure of either of these checks activates the trap.

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Why Are There Spikes on the Walls?


 

This circular room has spikes on the walls and a chest in the middle.

Mechanical Trap

 

Opening the chest causes the room to spin rapidly.

A DC 16 Intelligence (Investigation) check while entering the room notes an air gap in the doorway; the room is not connected to the outer hallway.

A DC 14 Wisdom (Perception) check detects various indentations in the walls. Closer inspection and a DC 14 Intelligence (Investigation) check reveal that these indentations were caused by small, sharp objects.

Small wires can be seen by the hinges on the chest with a successful DC 16 Wisdom (Perception) check, as well as the fact that the chest is bolted to the floor.

When the chest is opened, it reveals itself to be full of small, sharp caltrops. Then the room spins rapidly for 1d4+3 rounds. This causes the doors to slam shut.

All targets in the room must make a DC 16 Strength check. On a failure, they are flung against the wall, taking 2d6 bludgeoning and 4d4 piercing damage and becoming restrained.

At the start of a character’s turn, that character takes 1d4 additional piercing damage if they are stuck against a wall. If they are not, they must make a DC 16 Strength check or be flung against the wall. As an action, the target may free itself from the wall with a successful DC 16 Strength check. Movement is 1/2 speed.

A door requires a successful DC 18 Strength check to open, and slams closed immediately if not held open. However, since the room is spinning, in order to escape, the target must make a DC 18 Dexterity (Acrobatics) check. On a failure, the target crashes into the wall, taking 4d6 bludgeoning damage.

After the first round, the caltrops fly from the chest. All targets in the room take 4d6 bludgeoning, piercing, and slashing damage, with a DC 18 Dexterity saving throw halving this damage.

The trap can be disabled by cutting the wires near the hinges. This requires a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap, but the caltrops will remain inside of the chest, as the lid is closed.

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Lowering Room


 

You have entered what appears to be a large ballroom.

Mechanical Trap

 

The room lowers itself to the next level, which is identical in nature in the near vicinity.

When the targets enter the room, they come in through the doors and go through a small, right-angle corridor. Once in the room, the doors cannot be seen.

The room lowers very slowly, taking 3 rounds to lower itself to the next level. It is barely perceptible. It requires a DC 18 Wisdom (Perception) check to detect the movement of the room. 

If the corridor is entered during the movement, it will be obvious as the wall can be seen moving.

Once the room stops moving it’s on the next lower level. The hallways and rooms near this room look identical, although some of the encounters will have appeared to “respawn”.

A DC 18 Wisdom (Perception) check by the doors will detect a very small gap between the walls. A DC 16 Intelligence (Investigation) check reveals that the room itself is not connected to the rest of the building, as if it could move.

A secret door in each hall (DC 16) hides the gear mechanisms for the room. A successful DC 16 Intelligence (Investigation) check is required to activate the mechanism to lift the room back.

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Spiky Doorknob


 

The doorknob is a large iron ball.

Mechanical Trap

 

Several spring-loaded blades emerge from the ball when it is turned.

A DC 12 Wisdom (Perception) check detects several small slits in the ball.

When the doorknob is turned, the blades spring out through the slits. This is a +4 melee attack for 4d4 slashing and piercing damage. The blades immediately retract.

One of the rungs is spring-loaded and snaps into the one above it when pressure is applied.

A DC 12 Wisdom (Perception) check detects a small groove on each side of the ladder above a rung.

When pressure is applied to the rung, it depresses slightly then snaps up into the rung above it, but does not lock in place. The target must make a DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning damage.

The rung can be bypassed with a successful DC 8 Strength (Athletics) check. Failure results in falling.

The rung can also be secured by placing an object in the depression. This requires a DC 14 Intelligence (Investigation) check.

The springs can also be disconnected, which requires a DC 14 Dexterity check with thieves’ tools.

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Snapping Rung


 

The iron ladder leads upwards.

Mechanical Trap

 

One of the rungs is spring-loaded and snaps into the one above it when pressure is applied.

A DC 12 Wisdom (Perception) check detects a small groove on each side of the ladder above a rung.

When pressure is applied to the rung, it depresses slightly then snaps up into the rung above it, but does not lock in place. The target must make a DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning damage.

The rung can be bypassed with a successful DC 8 Strength (Athletics) check. Failure results in falling.

The rung can also be secured by placing an object in the depression. This requires a DC 14 Intelligence (Investigation) check.

The springs can also be disconnected, which requires a DC 14 Dexterity check with thieves’ tools.

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