mechanical

False Door


 

A wooden door is set flush with the wall up ahead.

Mechanical Trap

The door is a fake door, and does not open. Above the door, the ceiling is hinged and swings down.

A DC 14 Wisdom (Perception) check will detect that the door looks fake. A DC 16 Wisdom (Perception) check will reveal small hinges near the wall and ceiling above the door, and a hairline outline of a 10’x10′ square in the ceiling.

The door has a pressure plate behind it. When the door is pushed, it pushes the plate, which releases the hinged 10′ x 10′ section of the ceiling. The creature opening the door must make a DC 14 Dexterity saving throw or take 3d6 bludgeoning damage and become restrained. A DC 12 Strength check is required to move the ceiling aside to free the restrained creature.

A DC 16 Dexterity check with thieves’ tools is required to lock the hinges into place, preventing the ceiling from falling. If the door is pulled open, which requires a DC 16 Strength check, the pressure plate is obvious. Attacking the door will cause the plate to be pushed.

 

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Sticky Gold


 

A wooden chest sits in the back of a closet.

Mechanical Trap

The outside of the chest is coated with a sticky substance.

A DC 12 Wisdom (Perception) check reveals that the chest seems to be coated with an oily substance.

If the chest is touched, the creature touching it becomes stuck to the chest. A stuck creature may free itself with a DC 16 Strength check, but that deals 1d4 bludgeoning damage. Alcohol will dissolve the glue as well.

The glue may be neutralized by applying alcohol, or material thicker than linen may be applied. The material will stick, but the chest may be handled by only touching the areas covered by the material.

 

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Kick In The Nuts


 

The door is made of planks of wood, but is otherwise featureless.

Mechanical Trap

All of the planks are hinged, and when pushed, rotate upwards.

A DC 12 Wisdom (Perception) check reveals that the boards are not even with each other. Some are rotated slightly up or down.

When the door is pushed to open, the board flips up, striking the creature opening the door. The plank attacks with a +2 melee attack for 1d4 bludgeoning damage. If the attack  succeeds, the creature must also make a DC 12 Constitution check or be stunned for 1 round.

The planks can be disabled easily by jamming them, or even nailing something over them with a DC 10 Dexterity check.

 

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Slightly Ajar Door


 

The door is slightly ajar.

Mechanical Trap

A bucket of acid sits atop the door and falls off if the door is opened.

A DC 12 Wisdom (Perception) check reveals that there is a bucket balanced on the top of the door.

If the door is opened, the creature opening the door must make a DC 14 Dexterity saving throw or take 4d4 acid damage, and an additional 2d4 acid damage at the beginning of their next turn. A successful save means the creature takes 1d4 of acid splash damage.

If the bucket is spotted, it can be removed safely with a DC 10 Dexterity check. Failure results in the trap being set off as above,

 

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Tumbler Lock


 

A door is at the top of the stairs, immediately next to the top stair with no landing.

Mechanical Trap

The lock has a mechanism in it that is attached to the stairs. When the lock is turned, the stairs each rotate 90 degrees.

A DC 14 Wisdom (Perception) check reveals that each stair has a small gear wheel on the right side, barely visible.

When the lock is opened without the key, each stair rotates 90 degrees. Any creature on the stairs must make a DC 14 Dexterity saving throw or fall down the stairs to the bottom, taking 1d6 damage for each 15′ of stairs between the creature and the bottom. The staircase is 30′ long.

Opening the lock requires a DC 16 Dexterity check with thieves’ tools.

The trap can be disarmed with either a DC 18 Dexterity check with thieves’ tools at the lock, or each stair can be jammed. Jamming a stair requires a DC 10 Strength check and something like a nail to jam next to the gear. If only one side of the gear is jammed, a DC 12 Intelligence (Investigation) check is required to determine the direction of rotation. Failure indicates that the wrong side was jammed, and stair will not be disabled.

 

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Bowl of Coins


 

A donation bowl full of coins sits near the entrance.

Mechanical Trap

The bowl has several small spikes on the bottom that are poisoned.

Unless a creature picks through the coins, they will not notice the spikes. A creature that picks through the coins will see the spikes on a successful DC 12 Wisdom (Perception) check, and will notice that they are covered in an oily substance on a successful DC 15 Wisdom (Perception) check.

When a creature reaches in and scoops out coins, the spikes on the bottom will scrape against the hand. This is a +2 melee attack for 1d2 damage. If the attack is successful and causes damage, the creature must make a DC 12 Constitution saving throw or fall unconscious for 1 hour. Unconscious creatures can be woken after 1d6+2 minutes by spending an action to revive them.

A creature may make a DC 12 Dexterity check to retrieve the coins carefully and avoid the spikes. The trap can be “disarmed” by simply picking up the bowl and pouring out the coins, which requires an action.

 

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Glass Doorknob


 

The doorknob is made of glass.

Mechanical Trap

The glass doorknob is very delicate and filled with a deadly gas that is colorless.

A DC 16 Wisdom (Perception) check will note that the glass doorknob is made from very thin glass. If the doorknob is examined by touch, this check has advantage. However, it requires a DC 12 Dexterity check to examine the doorknob without breaking it.

If the doorknob is grasped and turned, the glass breaks. The creature opening the door must make a DC 16 Constitution saving throw or take 1d6 Con damage and fall unconscious for 2d12 hours. On a successful save, the creature instead takes 1 Con damage and falls unconscious for 1 hour.

The trap can be disabled by breaking the glass from a distance of 10 feet or greater, as the gas dissipates quickly.

 

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Gas Lamp Room


 

Several unlit gas lamps, covered in glass globes, hang on the wall.

Mechanical Trap

Each glass globe is full of gas. When the exit door is opened, is causes a spark inside of each globe, which explodes.

A DC 12 Wisdom (Perception) check shows a thin wire running from the far door along the wall, connecting each lamp.

If the door is opened, each globe sparks. This deals 6d6 fire and 3d6 piercing damage to everyone on the room, with a DC 14 Dexterity saving throw reducing this by half. Those that fail the saving throw are also on fire. A creature on fire takes 1d6 fir damage at the start of their turn until the fire is put out. Putting out the fire requires an action.

Cutting the wire requires an action, and will disable the trap.

 

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Spiked Pits


 

The terrain is covered in looses leaves

Mechanical Trap

Several pits have been dug here. Each pit is 5 feet deep, and has crude spikes on the bottom. The pits have been filled in with loose leaves.

A DC 12 Wisdom (Perception) check will show that the leaves over a pit are slightly depressed at the top, as they have settled a bit, and that the leaf density seems a little higher than the surrounding area.

If the pits are not noticed, there is a 25% chance that during every time a creature moves, they step into a pit. A creature stepping into a pit must make a DC 14 Dexterity saving throw, or fall into the pit, taking 1d6 piercing damage, and ending movement. The creature may spend an action to free itself. If the creature does not spend an action, it takes an additional 1d4 piercing damage when it moves out of the pit.

If spotted, the pits can be easily avoided.

 

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Electric Keyhole


 

A locked armoire is in the corner.

Mechanical Trap

The inside of the lock is electrically charged. The owner uses an insulated key to open it.

A DC 16 Wisdom (Perception) check reveals a small wire inside the lock.

If the lock is picked, forced or jammed with metal, the trap is sprung. The lock requires a DC 14 Dexterity check with thieves’ tools to open. If not disabled, the creature opening the lock takes 2d6 electricity damage with a successful DC 14 Constitution saving throw halving the damage.

The trap can be disabled with a DC 18 Dexterity check with thieves’ tools. by removing the wire.

For fun, a metal key is in a desk in the room. It fits the lock, but does not turn and is not insulated; therefore it springs the trap.

 

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