Posts Tagged With: mechanical

Toxic Vault


A large metal door secures a vault.

Mechanical Trap

 

The inside of the vault has been filled with toxic gas.

A DC 14 Wisdom (Perception) check detects slight corrosion near the edges of the vault door.

A DC 16 Intelligence (Investigation) check reveals that the corrosion must be coming from inside the vault, as no other parts of the door are damaged.

The vault requires a DC 18 Dexterity check with thieves’ tools to unlock. Due to the corrosion, it then requires a DC 12 Strength (Athletics) check to pull open.

When the door opens, a green gas cascades into the room, filling it up at the rate of 20′ per round for 1d4+2 rounds. Those within 20′ must make a DC 16 Constitution saving throw immediately as the gas moves 20′ right away. On a failure, the target becomes poisoned for 1 hour and falls unconscious.

On subsequent rounds, if any target is in the gas, they must make the saving throw.

Unconscious targets must be removed from the gas and can be awakened with an action. Otherwise, they will wake up in an hour.

Disarming the trap would require something to either drain the gas or keep it at bay, likely requiring magic.

Categories: 5e, Dungeons and Dragons, mechanical | Tags: , | Leave a comment

Kickplate


An iron kickplate is on the bottom of the door.

Mechanical Trap

 

The kickplate is spring-loaded and slams down on the target’s feet if the door is opened.

A DC 12 Intelligence (Investigation) check reveals that the kick plate, is attached to a mechanical device attached to the door.

When the door is opened, the target must make a DC 12 Dexterity saving throw. On a failure, the target takes 1d6 bludgeoning damage and is restrained. The target’s foot can be removed by pulling out their foot with a DC 10 Strength (Athletics) check, causing 1d4 slashing damage, or by lifting up the plate with a DC 12 Strength (Athletics) check.

The trap can be disarmed by removing the plate. This requires a DC 12 Dexterity check with thieves’ tools and takes 10 minutes.

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Six Safes


There are six safes in the wall here.

Mechanical Trap

 

Five of the safes are false and trapped.

A DC 16 Intelligence (Investigation) check reveals that the handle and keyhole on one safe are more worn than the other five.

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

If the real safe is opened, nothing happens. If one of the false safes is opened, it sets off a shrapnel bomb. All targets in a 30′ cone in front of the safe take 6d6 fire, piercing and slashing damage, with a DC 16 Dexterity saving throw halving this damage.

The only way to avoid this trap is to not open the fake safes.

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Staring Daggers


A portrait above a jewelry case stares intently at you.

Mechanical Trap

 

If the case is opened, a spring-loaded dagger erupts from each eye on the portrait.

A DC 12 Intelligence (Investigation) check reveals that the portrait has been repaired at least once, with the repairs happening to the face.

A DC 14 Wisdom (Perception) check detects a small wire running from inside the stand that the jewelry box is on into the wall.

The box requires a DC 12 Dexterity check with thieves’ tools to open. When opened, the target suffers two +4 melee attacks for 1d4+1 piercing and slashing damage.

The trap can be disarmed by cutting the wire and securing it to the table. This requires a DC 14 Dexterity check with thieves’ tools. On a failure, the trap is triggered.

Once triggered, the trap must be rest and the painting repaired.

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Compound Spear Trap


There are several holes in the floor here.

Mechanical Trap

 

The trap is set in two stages, each using half the holes.

A DC 12 Wisdom (Perception) check detects that the flooring that has holes in in seems to be one giant tile.

When a target gets within 5′ of the far side, the trap is triggered. All targets on the tile with holes must make a DC 14 Dexterity saving throw or take 3d6 piercing damage. The second set of spikes then deploy. All targets on the tile must make a DC 14 Dexterity saving throw at disadvantage. Those that fail take 3d6 piercing damage. Those that took damage from the first spikes take half damage on a success against the 2nd spikes.

The spikes then reset, and the trap resets in 10 minutes.

The trap can be disarmed by applying a counterweight on the near side of the tile. It requires a DC 14 Intelligence (Investigation) check to determine the weight and placement of the counterweight. On a failure, the trap will go off as normal.

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Trap Door Mouse Trap


A trap door is in the ceiling above.

Mechanical Trap

 

The trap door is rigged to close suddenly when it is traversed.

A DC 12 Intelligence (Investigation) check reveals that the hinges are far bigger and sturdier than would be normally used.

The door requires a DC 8 Strength (Athletics) check to open.

Once opened, a DC 12 Wisdom (Perception) check detects a very small wire running across the opening about a foot above the opening.

When a target goes through the trap door, it shuts. The target must make a DC 14 Dexterity saving throw. On a failure, the target takes 2d6 bludgeoning damage.

The trap can be disarmed by cutting the springs inside of the hinges. This requires a DC 14 Dexterity check with thieves’ tools. On a failure, the door becomes stuck, requiring a DC 16 Strength (Athletics) check to open, but the trap is still disarmed.

Cutting the wire automatically sets off the trap. A DC 14 Intelligence (Investigation) check reveals this.

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Pharmicist Cabinet


A pharmiacist’s cabinet is in a small alcove.

Mechanical Trap

 

The cabinet has several small drawers. When one is opened, another opens violently.

A DC 12 Wisdom check detects a small spring sticking out from behind the cabinet.

When a drawer is opened, the target must make a DC 12 Dexterity saving throw. On a failure, the target takes 1d4 bludgeoning damage as another drawer launches at the target.

The trap can be disarmed by moving the chest slightly and cutting a few springs on the back. This requires a DC 14 Dexterity check with thieves’ tools. However, on a failure, all the drawers launch. If this happens, the target must make a DC 16 Dexterity saving throw or take 4d4 bludgeoning damage.

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Clock Door


A large clock face is embedded into the door.

Mechanical Trap

 

When the door is opened, the chimes on the clock play.

The clock’s face has been painted with small frescoes.

A DC 12 Intelligence (Investigation) check reveals that hidden in the frescoes is a small door.

When the door is opened, the chimes of the clock on the inside of the door play very loudly.

If the door is opened, the gears for the clock can be seen. A DC 14 Intelligence (Investigation) check detects that one of the gears controls chimes deeper down in the door. This can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure causes the chimes to sound.

The gloves are full of razor-sharp barbs and spikes.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. The tools have to be dropped inside the box and used with the gloves. This grants disadvantage to the check.

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Glove Key Box


An iron and glass box covers the lock for the door. A pair of leather and cloth gloves allow access to the inside of the box, and thus, the lock.

Mechanical Trap

 

The gloves are full of razor-sharp barbs and spikes.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. The tools have to be dropped inside the box and used with the gloves. This grants disadvantage to the check.

However, the inside of the gloves are trapped with barbs and spikes. When an item is gripped with the gloves, or the hands clenched, the target must make a DC 18 Dexterity saving throw. On a failure, the spikes dig in, causing 1d4 piercing damage and giving the restrained condition to the target. 

The target may pull their hands free with a successful DC 12 Strength (Athletics) check. This deals 3d6 slashing damage.

The gloves may be cut away inside the box. This requires a DC 18 Dexterity (Sleight of Hand) check with thieves’ tools. If the gloves have hands inside of them, this check is at disadvantage.  

The box has 15 hp and AC 15 and can be destroyed, allowing access to the lock.

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Weak Floor


The flagstone floor is uneven.

Mechanical Trap

 

A spot in the middle of the floor is weakened and collapses when stepped on.

A DC 12 Intelligence (Investigation) check detects that the middle of the floor appears more like a carefully placed pile of stone tiles than an actual floor.

When this section of flooring is stepped upon, the target must make a DC 12 Dexterity saving throw. On a failure, the target falls into a basement below, taking 1d6 bludgeoning damage from the fall, and 2d6 bludgeoning and slashing damage from the stone tiles falling on top of them.

The only way to disarm this trap is to either avoid it or place long beams of wood of at least 15′ in length over the affected area and use those to cross.

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