mechanical

Glitter Bomb


 

An iron bound wooden chest sits in the corner.

Mechanical Trap

The lock is filled with small bits of powdered glass that explodes out of the lock.

A DC 12 Wisdom (Perception) check reveals traces of a powdery substance around the lock. A successful DC 14 Intelligence (Investigation) check shows this powder to be finely ground glass.

When the lock is opened, powdered glass billows out of the lock. All creatures in a 10 foot cone in front of the lock must make a DC 14 Constitution saving throw or take 1d4 points of piercing damage and become blinded.

The blind condition lasts until hit points are restored via magical means.

The trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure causes the trap to discharge.

 

 

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Poison Rungs


 

Iron rungs attached to the brick lead downwards.

Mechanical Trap

The rungs are coated with a nearly invisible substance that causes fatigue and is indistinguishable from dust.

A DC 12 Intelligence (Nature) check reveals that the dust has a subtly different texture than expected.

A DC 14 Intelligence (Investigation) check shows that this dust is a mildly toxic powder.

Each time a target moves on the rungs, the target must make a DC 12 Constitution saving throw. Failure results in one level of exhaustion and the target blacks out for one round, falling from the ladder and taking the appropriate amount of falling damage.

The trap can be disabled by cleaning the rungs before using them. The target will have to wear some kind of mask or facial covering and wipe down each rung.

 

 

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Closet Shaft


 

A chest is in the middle of the closet.

Mechanical Trap

The floor of the closet is a trap door which is activated by opening the chest, which sits atop a stone pillar.

The floor around the chest is slightly different than the rest of the floor. This is spotted with a DC 12 Wisdom (Perception) check. A DC 12 Intelligence (Investigation) check shows that while the floor is wood, the floor around the chest is stone, painted to look like wood.

When the chest is opened, the floor around the chest drops. Any target on the floor must make a DC 14 Dexterity saving throw or fall, taking 3d6 falling damage. On a successful save, the target may exit the closet or stand on the pillar containing the chest.

The pillar has several handholds carved into it to form a ladder. This can be ascended or descended with a DC 5 Strength (Athletics) check with advantage.

A small crank is inside the chest. This can be used to raise the floor. It requires 3 actions to crank up the floor. Each action raises it 10 feet.

The trap can be disabled by spending 10 minutes lifting up the edges of the flooring and securing the beams underneath. These recess into the walls when the trap is sprung. Securing each beam requires a DC 12 Dexterity check with thieves’ tools. Two beams must be secured to keep the floor from falling.

 

 

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Staff Meeting


 

A featureless door is here. In front of it is a small rack containing 5 staffs.

Mechanical Trap

Each staff is a lever. One of them opens the door. The others… do not.

A DC 12 Wisdom (Perception) check notes that each staff is connected to the floor by a very small hinge.

Small holes can be seen around the doorframe with a successful DC 14 Wisdom (Perception) check.

A DC 14 Intelligence (Perception) check reveals a small wire at the head of each staff that runs into the wall. The 2nd staff from the right has a wire that is less tarnished than the others. This is the staff that opens the door.

The other staffs cause jets of flame to shoot from all the small holes by the door. When one of these is pulled, each target in a 15′ cone in front of the door takes 3d6 fire damage, with a DC 12 Dexterity saving throw halving this damage.

A successful DC 14 Dexterity check with thieves’ tools allows a target to pull the level slightly and cut the wire. Failure sets off the trap. If the door wire is cut, the door cannot be opened until the wire is retrieved and pulled out. This requires a DC 16 Dexterity check with thieves’ tools.

 

 

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Sticky Portcullis


 

A portcullis blocks the way.

Mechanical Trap

The mechanism is on the other side to open. It can be lifted, but the beams are covered in thin, sticky film. The bottom of the portcullis is recessed into the floor.

A DC 14 Wisdom (Perception) check reveals that the undersides of the beams are slightly shiny. Small particles of dust can be seen stuck to the film with a successful DC 12 Intelligence (Investigation) check.

The portcullis requires a DC 14 Strength check to lift open. However, when it is lifted, the target’s hands get stuck.

Once lifted, the gate closes quickly going several feet into the floor. Any target that is holding the gate must make a DC 14 Strength check to keep the gate open, or a DC 16 Strength check to pull free. However, pulling free deals 1d4 slashing damage.

Any creature still attached to the gate when it closes is freed, but take 3d6 bludgeoning damage, and has disadvantage on all Dexterity based rolls, checks and saves until they recover a number of hit points equal to the damage taken.

While the trap cannot be disabled from this side, water can be used to dissolve the sticky substance, which can be known with a successful DC 14 Intelligence (Nature) check.

 

 

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Pocket Door


 

Access to the closet is through a closed pocket door.

Mechanical Trap

The pocket door is spring loaded to close on the target against the door frame, which has a hidden blade.

A DC 12 Wisdom (Perception) check reveals a small seam in the doorframe that runs the height of the inside frame and along the bottom of the frame.

A DC 12 Intelligence (Investigation) check on the seam shows that the side door frame is concealing a floor to ceiling blade, the bottom seam seems to conceal wire.

If the door is opened, a click will be heard as it locks open. If not noticed, a DC 14 Wisdom (Perception) check will reveal that the wire has risen out of the floor to a height of about 6 inches.

If this wire is tripped, the door slams shut as the blade protrudes from the doorframe. The target must make a DC 14 Dexterity saving throw or take 3d6 slashing damage.

The wire can be avoided with a DC 2 Dexterity (Acrobatics) check.

The wire can also be cut. It requires a DC 12 Dexterity check with thieves’ tools. Failure sets off the trap. If the wire is exposed and above the floor, this check has advantage.

 

 

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Heavy Shelf


 

A large bookcase, filled with books, scrolls and trinkets dominates a wall.

Mechanical Trap

The bookcase is tall, top-heavy and unsecured. It can easily tip over.

A DC 12 Intelligence (Investigation) check reveals that the shelf is not secured and prone to easily tipping over.

Some of the items are slightly stuck to the shelves, especially the ones on the higher shelves. When these are removed, the shelf topples over. All targets in a 10 foot line in front of the shelf must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage and become stunned for 1 round. Additionally, the target is restrained until it or another creature spends an action to make a DC 14 Strength check to remove the bookcase.

The bookcase can be secured with a DC 12 Dexterity check using tools and bracing materials.

 

 

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Walk, Don’t Run


 

The floor is covered with a vellum-like covering.

Mechanical Trap

The vellum covers a large bed of nails. The nails are coated in a contact poison.

A DC 14 Wisdom (Perception) check reveals several share points under the floor. If a target is walking with bare feet, or examining the floor with bare hands, this check is at advantage.

As long as the targets are only moving at normal speed, there is no effect. However, any creature that takes the dash action, jumps, engages in combat or performs an action that would otherwise create more pressure, the nail tips puncture the target.

The target suffers a +4 melee attack for 1 damage. If the target is damaged, they must make a DC 12 Constitution saving throw or become poisoned. This condition lasts until removed.

If a board or other object is placed on the floor, the nails attacks can be circumvented.

 

 

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Dam!


 

A corroded metal chest lies on a grate on the far side of the room. Green liquid flows from several holed on the wall and drips onto the chest, which then drains through the grate.

Mechanical Trap

The green liquid is toxic and naturally flows into the space behind the wall, which then drains out through the holes.

A DC 14 Intelligence (Nature) check identifies the green liquid as toxic and caustic when inhaled or contact of any sort is made.

All targets that start their turn within 10 feet of the liquid must make a DC 14 Constitution check or take 1d2 Constitution damage.

Creatures that touch the liquid must make this save at disadvantage.

The holes can be easily plugged, as the liquid is not super viscous. Once the holes are plugged, the toxic effect stop in 1d2 rounds as the liquid drains down the grate.

However, 1d4+1 rounds after the last liquid drains, the liquid behind the wall builds up enough pressure to burst through the wall. When this happens, all creatures in the room take 2d6 bludgeoning damage, with a DC 12 Dexterity saving throw halving this damage.

In addition, any creature that takes damage immediately takes 1d2 Constitution damage. The liquid stays on them until an action is taken to scrape it off.

Once the wall is destroyed, there is no way to stop the liquid flow into the room.

The chest is a normal iron chest that can be opened with a DC 12 Dexterity check with thieves’ tools.

 

 

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Drill Press


 

A manhole cover is recessed into the center of the floor.

Mechanical Trap

The manhole covers hides a large drill that springs up when opened.

A DC 12 Wisdom (Perception) check reveals small scratches around the edge of the manhole cover. A followup DC 12 Intelligence (Investigation) check shows that these scratches are likely the result of a tool.

When the manhole cover is removed, the target must make a DC 12 Dexterity saving throw or take 3d6 piercing damage and become restrained.

Every round that a target is restrained, they take 1d6 bludgeoning damage. A target may take an action to free itself. This action may be assisted. In order to escape, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check equal to the base AC of the armor that the target is wearing.

If a Strength check is used, another character may make the check, with the target optionally assisting. For a Dexterity based check, the action must be taken by the restrained target.

The trap can be disabled by cutting a wire underneath the manhole cover. This requires a DC 18 Dexterity check with thieves’ tools and is at disadvantage. On a failure, the target thinks the wire is cut.

 

 

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