mechanical

Glue Walls


A tight spiral staircase heads downwards.

Mechanical Trap

 

Part of the walls about halfway down are covered in a very sticky substance.

Characters medium-sized or larger cannot go down the stairs without touching both walls.

A DC 12 Wisdom (Perception) check detects that part of the wall on either side of the stairs is slightly greasy.

When a target passes through the section of the stairway with the sticky walls, they must make a DC 16 Dexterity saving throw. On a failure, they become stuck to the wall, gaining the restrained condition.

It requires a DC 16 Strength (Athletics) check to extricate a target from the wall. The glue can be dissolved by applying at least 1 gallon of water and waiting 10 minutes.

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Ceramic Ceiling


The ceiling is made of a highly polished ceramic material.

Mechanical Trap

 

There are several pressure plates around the room that when activated, cause the ceiling to fall.

A DC 14 Wisdom (Perception) check detects several rectangular outlines on the floor. These are the pressure plates. The room cannot be crossed without stepping on one unless a circuitous route is taken.

When a pressure plate is stepped on, the ceiling falls and shatters. All targets in the room suffer a +16 melee attack for 8d6 bludgeoning, piercing, and slashing damage. The room becomes difficult terrain due to ceramic shards.

The pressure plates can be avoided if spotted. Disabling a plate requires a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap.

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Metal Floor


The floor is covered in metal grates.

Mechanical Trap

 

The door out of this room is locked. When the lock is opened, the metal floor becomes electrified.

A DC 14 Wisdom (Perception) check detects small wires running along the underside of the metal grates, exposed at the seams of the grates.

A DC 16 Intelligence (Investigation) check reveals some small extra machinery in the lock.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. When the lock is opened, the floor becomes electrified. All targets in the room take 6d6 electricity damage and become restrained, with a DC 16 Constitution saving throw halving this damage and negating the restrained effect.

The electricity lasts for 1d4+1 rounds. Each target that starts their turn on the grates takes damage as above. Any target that enters a grate during their turn also takes damage as above.

The trap can be disabled by cutting 16 wires between the grates or by disabling the mechanism in the lock with a DC 16 Dexterity check with thieves’ tools. Failure simply means the trap still works.

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Lock Pick Eater


The chest has a complex lock.

Mechanical Trap

 

The chest’s lock is able to capture lock picks.

A DC 14 Intelligence (Investigation) check reveals that among the lock tumblers are metal rollers.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. However, on a success, the target must make a DC 18 Dexterity saving throw. On a failure, the lock resets and pulls the lock pick inside the chest.

Inside the chest are 2d6 lock picks.

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Gas-Filled Door Handle


The door handle is made from fine porcelain.

Mechanical Trap

 

The handle is weak and breaks when used, releasing the gas inside.

A DC 12 Intelligence (Investigation) check reveals several hairline cracks in the porcelain that likely compromise its integrity.

When the handle is turned, it breaks, releasing a green gas. The target must make a DC 14 Constitution saving throw. On a failure, they become poisoned for 1 hour.

The trap can be defeated by either breaking the handle from greater than 10 feet away, or by using a wrench or other device to turn the handle at the base.

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Electric Lock Box


The lock on the door is covered by a wooden box.

Mechanical Trap

 

The lock is electric and has live wires crammed in the box.

A DC 14 Intelligence (Investigation) check detects the presence of static electricity around the wooden box.

The target must make a DC 14 Dexterity saving throw when the box is removed. On a failure, the target takes 6d6 electricity damage.

The wires can be cut away from the lock. This requires a successful DC 12 Dexterity (Sleight of Hand) check. Failure results in the damage above.

The lock on this side is a simple knob that can be turned.

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Gut Punch


The door pull is an iron fist.

Mechanical Trap

 

When the door pull is used, it punches the target.

A DC 12 Intelligence (Investigation) check reveals that the door pull is attached to a complex mechanical device inside the door.

When the door pull is used, it springs outwards and back quickly, punching the target. This is a +8 melee attack for 1d6 bludgeoning damage. If the target takes damage, they are also poisoned for 1 minute.

If the door pull is examined further, it can be opened with 3 successful DC 14 Intelligence (Investigation) checks in a row. However, any failure sets off the trap.

The trap can also be disarmed with a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap.

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Don’t Get Greedy Chest


An iron-bound chest is bolted to the ground.

Mechanical Trap

 

The chest has a false bottom which activates the trap.

A DC 14 Intelligence (Investigation) check reveals that the grout in the tile floor is cracked in a 10′ square centered on the chest.

The chest requires a DC 14 Dexterity check with thieves’ tools to open. While opening the lock, a DC 18 Wisdom (Perception) check detects a small button in the tumblers. Once opened, there are a few books and coins inside, nothing of much value. 

A DC 12 Intelligence (Investigation) check detects that the bottom of the chest is higher than it should be. The bottom can be removed but it seems slightly stuck. The bottom is attached to a wire. When this wire is pulled (from removing the bottom) all targets in a 10′ square must make a DC 16 Dexterity saving throw. On a failure, the target falls into a 20′ spiked pit, taking 2d6 bludgeoning and 4d4+4 piercing damage.

The trap can be disarmed by pushing the button while unlocking it. This requires a separate DC 16 Dexterity check with thieves’ tools. Failure does not disarm the pit trap. If successful, a loud click is heard.

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Bolt Chest


An iron-bound chest is bolted to the ground.

Mechanical Trap

 

A few of the bolts hide holes in which arrows fire at the target.

A DC 14 Intelligence (Investigation) check reveals that 1d4+2 of the bolts are fake.

The chest can be opened with a DC 16 Dexterity check with thieves’ tools. When the chest is opened, the target suffers a +8 ranged melee attack for (1d4+2)d8 piercing damage.

If a bolt is removed, the arrow can be removed with a successful DC 12 Dexterity check with thieves’ tools. On a failure, the trap is set off. Each arrow removed reduces the damage by d8.

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Oil-Soaked Wallpaper


The wallpaper in this room is stained.

Mechanical Trap

 

The paper is soaked in oil. When the door out of the room is opened, a small spark is created that sets the paper on fire.

A DC 12 Intelligence (Investigation) check identifies the stains as flammable oil.

A DC 12 Wisdom (Perception) check detects a small piece of flint near the door catch.

When the door is opened, the spark ignites all the paper. All targets in the room take 4d6 fire damage, with a DC 14 Dexterity saving throw halving this damage. For the next 1d4+1 rounds, any target in the room takes 2d4 fire damage at the beginning of their turn.

The trap can be disarmed by removing the flint. This requires a DC 10 Dexterity check with thieves’ tools. On a failure, the trap is set off.

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