mechanical

Ball Bearings


 

A curved staircase, without handrails, leads upwards.

Mechanical Trap

A pressure plate is on a stair near the top. When it is activated, thousands of ball bearings are released at the top that traverse the length of the stairway.

A DC 10 Wisdom (Perception) check shows that the staircase has a slight “U” shape. This allows the ball bearings to travel down the staircase and keep most of them from falling off the side.

A DC 14 Wisdom (Perception) check reveals a small outline that creates a 1 inch border on a stair near the top. This is the pressure plate. This stair is 40′ up the 50′ tall stairway.

When the plate is stepped on, thousands of ball bearings cascade down the stairs. Creatures on the stairs must make a DC 14 Dexterity saving throw or fall off the stairs, taking 1d6 falling damage for every 10′ they are up the staircase.

The pressure plate can be disarmed with a DC 12 Dexterity check with thieves’ tools. It can also be bypassed by stepping around it. This requires a successful DC 5 Dexterity (Acrobatics) check. Failure means the target falls, taking 4d6 falling damage.

 

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Hourglass Room


 

Sand falls from a hole in the ceiling into a large iron pot on the floor.

Mechanical Trap

When the iron pot fills up with sand, the entire room rotates to flip upside down.

A DC 14 Wisdom (Perception) check reveals that the 2 doors (one on each side of the room) are set into a second wall behind the first wall.

1d4 rounds after the room is entered, the sand stops, and the entire room flips upside down. All creatures in the room take 1d6 falling damage. Also, the doors are not present in the room when it flips. In order to escape, creatures must wait 1 hour for the sand to fall and flip the room again, or somehow break through the ceiling. The ceiling is AC 15 and has 200 hp.

A DC 18 Dexterity check will allow the trap to be disabled by jamming 20 hp worth of material into a doorframe.

 

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Tool Destroyer


 

The iron door ahead has a large, sturdy lock on it.

Mechanical Trap

The lock in the door has several gears in it whose sole purpose is to destroy lock picking tools.

A DC 18 Wisdom (Perception) check will reveal that the inside of the lock has what looks like unnecessary gears in it, as well as the usual tumblers.

If a creature decides to pick the lock the gears will activate and automatically cause the lock pick attempt to fail. Additionally, the creature must make a DC 16 Dexterity saving throw to withdraw the tools in time or the tools will be destroyed.

The lock itself requires a successful DC 14 Dexterity check with thieves’ tools to open.

The gears require a separate DC 18 Dexterity check with thieves’ tools to disable.

 

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Barrel Crashers


 

The floor is made of stone that flexes slightly when stepped on.

Mechanical Trap

The ceiling is filled with heavy barrels that fall on trespassers and crash through the floor into the underground lake below.

A DC 16 Wisdom (Perception) check detects a that one of the large stones that make up the floor is slightly raised above the rest.

A DC 16 Intelligence (Investigation) check shows that the stone floor is thin and flexes almost to the point of shearing when it is walked on.

When this stone is stepped upon, several barrels crash through the ceiling into the party and also crash through the floor into an underground lake 20 feet below. Creatures on the floor must make a DC 14 Dexterity saving throw or be hit by a barrel, which is open on the bottom and covers them. This also causes 1d6 hp of bludgeoning damage and traps the creature inside the barrel.

The barrel crashes through the floor, making a neat, barrel sized hole and plunges into the lake where it sinks to the bottom. After 1d4+1 rounds, the oxygen in the barrel will be exhausted, and creatures still in the barrel begin to suffocate.

Due to the suction, the barrels require a DC 18 Strength check to lift off and allow escape. Because of the cramped conditions in the barrel, no weapon can be used larger than a dagger or small hand axe. The barrel has AC 15 and 15 hp, and attacks from the inside are at disadvantage.

The stone pressure plate can be avoided with a DC 12 Dexterity (Acrobatics) check or jumped over with a DC 12 Strength (Athletics) check. It can be disabled with a DC 14 Dexterity check with thieves’ tools.

 

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Chimney


 

A wide chimney leads downwards, with iron rungs in the side.

Mechanical Trap

One of the rungs lights a fire at the bottom when pressure is applied.

The chimney is 20 feet deep, and 5 feet wide. Iron rungs are attached on one side of the chimney and are easily climbable.

A DC 16 Wisdom (Perception) check will cause the creature to notice that one of the rungs, about 15 feet down has a lot of cracked mortar around it.

When this rung has pressure applied to it, a bellows and flint and steel is activated at the bottom. This shoot a large fireball up the chimney. All creatures in the chimney take 6d6 fire damage, or half the damage on a successful DC 14 Dexterity saving throw.

If the rung is to be skipped, it requires a DC 10 Dexterity (Acrobatics) check to skip. It can also be disabled with a DC 10 Dexterity check with thieves’ tools.

 

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Bottle At Edge of Stairs


 

An old wooden staircase leads upwards.

Mechanical Trap

A bottle full of explosives is precariously balanced on the top stair. The staircase is structurally sound, but walking on it causes vibration, that cause the bottle to fall.

A DC 16 Intelligence (Investigation) check reveals that despite the motion, the staircase is solid.

If there is light, the bottle can be seen on the top of the stairs with a DC 16 Wisdom (Perception) check.

The staircase consists of 16 steps. Each time a stair is stepped upon, there is a cumulative 10% chance that the bottle falls off the top stair. The bottle then rolls down the stairs and explodes when it hits the hard floor.

A character on the stair may stop the bottle with a successful DC 16 Dexterity saving throw. If the bottle was seen, the saving throw has advantage.

Once the bottle explodes, it deals 3d6 fire damage to all creatures within 20 feet, with a successful DC 14 Dexterity saving throw halving the damage.

The trap can only be disabled by devising a way to move the bottle without mounting the stairs.

 

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Deal With It


 

A deck of cards sits neatly in the center of a poker table, surrounded by coins and chips.

Mechanical Trap

The cards are made of metal and have sharp edges and are coated in poison. A device under the cards is activated by various pressure plates hidden under carpet around the room that slings cards outwards from the table.

A DC 20 Wisdom (Perception) check detects that the cards are slightly raised off of the table. A DC 16 Wisdom (Perception) check reveals several small bumps under the carpet where the pressure plates are.

When a pressure plate is activated, a card from the bottom is fired towards the plate. This is a +8 ranged melee attack for 1d8 piercing damage. If a creature takes damage, that creature must make a DC 14 Constitution saving throw or become paralyzed for 1d6+2 rounds. Each round that a creature, including a paralyzed creature, stands on a pressure plate, they will be attacked by a card. If they are already paralyzed, a failed saving throw extends that paralyzation by 1 round. The deck can make 1 attack per pressure plate per round. After 54 attacks, the deck runs out.

The pressure plates can be avoided, if seen with a DC 12 Dexterity (Acrobatics) check, as a near miss still activates the plates due to the carpet.

Disarming the trap can be done by moving the deck. Any ranged attack that deals damage will move the deck. It is AC 18.

The pressure plates can also be disabled by cutting the carpet and jamming the plates. This requires a DC 14 Dexterity check to cut the carpet and a DC 12 Dexterity check to jam the plate.

 

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Glue Handle


 

The handle for the door is recessed into a depression into the door.

Mechanical Trap

The door has a hidden container of glue in it that pours out into the depression when the handle is moved.

A DC 18 Wisdom (Perception) check reveals two small holes on the top of the depression, slightly clogged with a gummy substance.

When the handle is grasped, glue pours out from the top. The creature opening the door must make a DC 16 Dexterity saving throw or be stuck to the door.

Unsticking can be done in a few ways.

The creature can pull away with a successful DC 20 Strength check.

The glue can be burned away. This takes 1d2 rounds, and deals 1d6 fire damage per round.

The glue can be cut off with a knife or other sharp object. The glue has AC 15 and 10 hp. Half of the damage dealt to the glue is dealt to the creature instead.

Magical means can be used as well.

The trap can be disabled with a DC 12 Dexerity check with thieves’ tools by plugging the holes.

 

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Axe Step


 

A narrow wooden staircase leads down.

Mechanical Trap

The bottom stair is on a gimbals and has an axe on it.

A DC 18 Wisdom (Perception) check detects the small metal gimbals on each side of the stair, and that it is slightly uneven compared to the other stairs.

When the stair is stepped on, it flips over, bringing an axe up with it. The creature stepping on the stair must make a DC 16 Dexterity check or take 1d8 damage.

The stair can be disabled with a DC 12 Dexterity check with thieves’ tools. The stair can be skipped with a DC 5 Acrobatics check.

 

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Arrow Archway


 

A brick archway leads to the next room.

Mechanical Trap

A pressure plate under the archway causes arrows to fire out from one side of the archway.

A DC 16 Wisdom (Perception) check reveals a 5’x5′ pressure plate spanning the width of the archway.

A DC 14 Wisdom (Perception) check reveals that on one side of the archway, there are several small holes in the mortar between bricks.

When a creature steps on the pressure plate, 4 arrow fire from one side of the archway. Each arrow makes a +4 melee attack for 1d8 piercing damage.

The trap can be disabled by wedging something under the plate, which requires a DC 16 Dexterity check with thieves’ tools. Or the holes can be plugged with the same check.

The plate can be jumped over with a DC 5 Strength (Athletics) check.

 

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