Posts Tagged With: mechanical

Pepper Spray


 

A wooden door ahead is closed.

Mechanical Trap

Pulverized pepper powder is shot out forcefully from small tubes around the door if it is opened.

A DC 12 Wisdom (Perception) check reveals several small holes set at regular intervals in the frame of the door.

A DC 14 Intelligence (Investigation) check reveals that these tubes are lined with brass, and a DC 14 Wisdom (Nature) check can identify a faint odor as that of hot peppers.

When the door is opened, pulverized pepper powder sprays out of the nozzles. All targets in a 20′ radius must make a DC 14 Constitution saving throw or become poisoned for 1d6+3 rounds. On a successful save, the target is poisoned for 1 round.

The trap can be disabled by pinching the tubes shut. This requires a DC 12 Dexterity check with thieves’ tools. There are 12 tubes. Each success reduces the poison effect by 1 round.

 

 

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

Pneumatic Tubes


 

Several brass tubes run along the walls of this abandoned warehouse. Steam billows from a room in the back.

Mechanical Trap

The tubes are connected to a steam engine in the back room. They randomly fire debris as pressure builds up inside of them.

A DC 14 Intelligence (Investigation) check reveals that there is a denser debris field in roughly cone shaped patterns in front of each tube opening on the wall.

Each tube has a 25% chance each round of firing debris. When it fires, all targets in a 15′ cone in front of the tube suffer a +4 ranged attack for 2d8 piercing damage.

The tubes can be disabled by severing them, so they shoot into the ground. If the are dented shut in an attempt to disable them, however, the will explode when they fire. An explosion causes 3d6 piercing damage to all targets within a 20′ radius, with a DC 14 Dexterity saving throw halving the damage.

The steam engine can also be turned off. This requires a DC 14 Intelligence (Investigation) check. Failure on this check turns off the steam release, but not the engine. If this happens, the steam engine explodes in 1d4 rounds. This explosion causes 10d6 fire, piercing, slashing and bludgeoning damage to all targets within 30′. A DC 16 Dexterity saving throw halves this damage.

 

 

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Water Closet


 

A heavy wooden chest sits atop the garderobe.

Mechanical Trap

The chest is holding down the lid. When opened, the lid of the garderobe flies open and spews sewage everywhere.

A DC 12 Wisdom (Perception) check reveals small streams of sewage leaking out from under the chest.

A DC 16 Wisdom (Medicine) check reveals that this sewage likely carries a contagious disease.

When the chest is disturbed, it is upended as a stream of sewage spews forth. All targets in a 20′ radius must make a DC 16 Dexterity saving throw and then a DC 11 Constitution saving throw or become infected with sewer plague. Those that failed the Dexterity saving throw must spend 1 minute with at least 1 quart of water cleaning off, or they will have to make the Constitution saving throw every 10 minutes until cleaned off.

The trap can be disabled by adding weight to the chest before opening it. This requires a DC 16 Dexterity (Sleight of Hand) check. Failure sets off the trap.

 

 

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Weighted Combination Lock


 

A combination safe sits in the back of the closet.

Mechanical Trap

The combination is weighted to move slightly past each number and is rigged to explode if the combination if off slightly.

If the safe is cracked, which requires a DC 14 Intelligence (Investigation) check, the weighted dial will move it slightly past the correct combo. When the final combination is put in and the safe opened, instead, explosives directed outwards will go off. All targets in a 15′ cone in front of the safe take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage.

If the dial is examined, a DC 16 Intelligence (Investigation) check reveals that the dial is weighted. When cracking, a DC 14 Dexterity check must be made to get the right combo on each rotation. There are normally three digits in the combination.

The explosives can only be disarmed once the safe is opened.

 

 

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Oiled Stair


 

A circular staircase leads downward.

Mechanical Trap

One of the stairs has been oiled, making it very slippery.

A DC 12 Wisdom (Perception) check reveals that one of the stairs about 1/3 of the way down has a glossy sheen.

When a target steps on this stair, they must make a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage as they tumble down the stairs and are prone when they hit the bottom.

The trap can be disabled by cleaning the stair, which takes 1 minute. The stair can also be bypassed with a successful DC 5 Dexterity (Acrobatics) check. Failure results in a fall.

 

 

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Focusing Chandelier


 

A large chest sits under an ornate, crystal chandelier. Several sconces light up the room as well.

Mechanical Trap

The chandelier focuses light, causing fire damage.

A DC 12 Wisdom (Perception) check allows the character to see that the chandelier is mounted on a rotating gear.

A followup DC 14 Intelligence (Investigation) check reveals that this gear also acts as a gimbal, allowing the chandelier to be rotated and tilted in any direction.

When the chest is opened, a long wire moves the chandelier to a position where the light is focused as a tight beam into the chest, illuminating the contents.

A DC 12 Wisdom (Perception) check reveals a fine layer of powder on the bottom of the chest. A DC 12 Intelligence (Investigation) check reveals this powder to be gunpowder.

After the light has been focused for 1 round, the gunpowder explodes. All targets within 30′ of the chest take 6d6 fire damage and are stunned for 1d4 rounds. A successful DC 14 Dexterity saving throw halves the damage and negates the stunned effect.

The trap can be disabled by simply moving the chest. It requires a DC 14 Strength check to move the chest. It will still focus the chandelier, but without the gunpowder to ignite, will merely be warm light.

Other actions, including extinguishing the lights or altering the chandelier work as well.

 

 

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Chimney Dust


 

An old fireplace dominates this room.

Mechanical Trap

The chimney is full of dust. When the flue is opened, it empties out.

A DC 8 Wisdom (Perception) check locates the flue in the fireplace that is closed. A DC 12 Intelligence (Investigation) check reveals that the flue is slightly stuck and bulging outwards a bit.

If the flue is opened, the entire chimney contents empty out into the room. All targets in the room must make a DC 14 Constitution saving throw or gain the poisoned condition for 1d4+1 minutes.

The flue can be opened very slowly, allowing a small amount of material to escape. This requires 5 successful DC 10 Dexterity checks with no more than 3 failures. If the check sequence fails, the trap is set off.

 

 

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Weak Door


 

A swollen wooden door is at the end of the hall.

Mechanical Trap

The door is weak in places and splinters when broken.

A DC 12 Intelligence (Investigation) check reveals that the door is rotting in places from what looks like a mold or fungus.

If the door is broken down, several spots burst open, sending out a spray of splinters. The target must make a DC 12 Constitution saving throw or all Constitution based checks and saving throws are at disadvantage. This effect can be removed with a lesser restoration, a paladin’s lay on hands or other such effect.

The mold can be identified as toxic with a DC 16 Intelligence (Nature) check. It can be scraped away with a DC 12 Dexterity check. Failure on the Dexterity check causes a small cloud of the fungus form; the target must make the above Constitution saving throw at advantage.

 

 

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Spear Door


 

A wooden door leads into the room.

Mechanical Trap

When the door is opened, several spears fall from above.

A DC 16 Intelligence (Investigation) check reveals that the top of the door does not fit well into the doorframe, due to a piece of wood being jammed into it across the length of the door from the other side.

When the door is opened, this piece of wood is pushed away. On top of the wood are several spears balanced on their spear tip, directly above the door. These spears fall. The target opening the door must suffers from a +4 ranged melee attack for 3d8 damage.

If the wood is pushed away the spears fall and the tips can be seen in the gap above the door. This causes the door to become stuck, requiring a DC 12 Strength check to open it.

The spears can be secured with a DC 12 Dexterity check to prevent them from falling.

 

 

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Bamboo Tubes


 

A bamboo door leads out of the room.

Mechanical Trap

When the door is approached, small bamboo darts fly outwards, aimed by goblins.

A DC 10 Wisdom (Perception) check shows that the door has no visible means of being opened.

A DC 14 Wisdom (Perception) check reveals that there is some movement behind the bamboo door. A DC 18 Wisdom (Perception) check lets the character notice small bamboo tubes tracking their movement.

When a target gets within 10 feet of the door, 4 bamboo darts shoot from the tubes. Each is a +4 ranged melee attack for 1d4 damage that happens on Initiative 20. If the target takes damage, they must also make a DC 12 Constitution saving throw for each source of damage or be knocked unconscious for 1d10 minutes.

Using an action, a tube can be pulled from the door or broken with a DC 8 Strength check.

If the door is breached, the attacks stop. The door has AC 12 and 10 hit points.

 

 

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