Posts Tagged With: mechanical

Loose Stairs


 

Stone stairs lead down into the cellar.

Mechanical Trap

 

The stairs are loosely stacked stone slabs and are not supported. They collapse then used.

A DC 12 Intelligence (Investigation) check reveals the stairs are not held together by anything.

When a target steps on the stairs, they must make a DC 12 Dexterity saving throw. On a failure, they fall as the stairs collapse, taking 3d6 bludgeoning damage and falling prone.

In order to bypass the stairs, they will have to be collapsed first, which can be done with a DC 12 Strength check from the top.

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Falling Trees


 

A small path winds through the thickly wooded forest.

Mechanical Trap

 

Two of the trees have been cut and placed back on their stumps. They are connected together by a low hanging rope, concealed beneath underbrush.

A DC 12 Wisdom (Perception) check reveals that the pile of leaves and underbrush ahead looks unnatural.

A DC 12 Intelligence (Investigation) check spots that two of the trees appear to be misaligned with their bases.

When a target walks through the pile with the rope underneath, the two trees fall inward. The target must make a DC 12 Dexterity saving throw or take 4d6 bludgeoning damage.

Simply cutting the rope and/or pushing the trees over neutralizes the trap.

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Splintered Floor


 

The wooden floor is heavily splintered.

Mechanical Trap

 

A pressure plate is at the far end of the room that causes all the splinters to fire.

A DC 14 Intelligence (Investigation) check notes that the grain of the splinters does not exactly match the flooring.

A DC 12 Wisdom (Perception) check spots a slim, rectangular outline in the floor in front of the exit.

When the pressure plate is stepped on, it activates a bellows which causes all the splinters on the floor to shoot upwards. All targets in the room take 3d6 piercing damage, with a DC 14 Dexterity save halving the damage. Additionally, targets that failed their save are distracted by the splinters lodged in them. They have the poisoned condition until they can spend 10 minutes removing the splinters.

The pressure plate can be disabled with a DC 12 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

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Falling Grave


 

Offerings lay on top of this grave.

Mechanical Trap

 

The gravestone is over 10 feet tall and made of solid granite. It falls on any would be grave robber.

A DC 12 Wisdom (Perception) check notes that the offerings are all confined to a small area on the grave. 

If anything is removed from the grave, the target must make a DC 14 Dexterity saving throw or take 6d6 bludgeoning damage from the falling grave and is knocked prone and becomes restrained. It requires a DC 14 Strength check to free oneself, or the target can spend 1d6 rounds digging their way out of it.

If the offering area is examined, it requires a DC 12 Dexterity (Sleight of Hand) check to find a small ridged platform that contains the offerings. Failure on this check sets off the trap.

The trap can be disarmed with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Tilting Stairway


 

A wooden staircase leads downwards.

Mechanical Trap

 

The stairs are set to slope downwards when weight is applied.

Each time weight is added to a stair (i.e it is stepped on), all the stairs tilt slightly. Each movement has a cumulative 25% chance of causing the stairs to tilt so much as to cause the target to trip and fall. When this happens, the target must make a DC 12 Dexterity save or fall down the stairs, becoming prone and taking 3d6 bludgeoning damage.

A DC 12 Wisdom (Perception) check notes that the stairs move slightly when used.

A DC 14 Dexterity check with thieves’ tools disables the rod going down the side of the stairs which tilts them. Failure, however, causes all the stairs to move to a vertical position.

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Grapple Doorknob


 

A brass doorknob is set into the door.

Mechanical Trap

 

The doorknob has several hooks in it that extend and grapple the target.

A DC 12 Wisdom (Perception) check reveals 6 slots in the doorknob.

When a target opens the door, 6 hooks sink into the target’s hand. The target must make a DC 13 Dexterity saving throw or take 6d2 piercing damage and become restrained.

A target can free oneself by spending 6 actions to remove the hooks. Other characters can also perform these actions. Or, the target can make a single DC 12 Strength check to rip their hand free. This causes an additional 6d2 slashing damage.

A DC 14 Dexterity check with thieves’ tools disables the spring that launches the hooks.

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Weak Floor


 

A heavy chest of drawers sits up against the wall, sitting on a rug.

Mechanical Trap

 

The chest of drawers is supported by the heavy rug over a hole. When the top locked drawers is opened, it releases the supports, sending the rug down the hole.

A DC 12 Wisdom (Perception) check notes that the rug sags somewhat in the middle. 

When the top drawer is opened without the key, which requires a DC 14 Dexterity check with thieves’ tools, the pins holding the rug in place under the legs of the chest retract. This causes the rug and anyone standing on it to plummet through the hole. All targets within 5′ of the chest must make a DC 12 Dexterity saving throw or fall 3 stories, taking 3d6 falling damage and 2d6+3 piercing, bludgeoning and slashing damage from the drawers.

The drawer itself can be disarmed with a successful DC 12 Dexterity check with thieves’ tools. A failure sets off the trap.

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Very Clear Glass


 

A archway is up ahead.

Mechanical Trap

 

The archway contains a thin sheet of very clean glass.

A DC 12 Wisdom (Perception) check notes a tiny bit of reflection from the archway.

If the archway is walked into, the glass shatters. The target takes 6d6 slashing and piercing damage, with a DC 13 Dexterity saving throw halving this damage.

The glass can be safely broken from more than 5 feet away.

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Mirrored Floor


 

The floor tiles are made of a reflective metal.

Mechanical Trap

Several of the tiles are actually small pits of molten metal.

A DC 12 Wisdom (Perception) check detects heat coming from several of the tiles and a DC 14 Wisdom (Perception) check reveals that several of the tiles are duller then the others.

There is a 25% chance on each movement or combat action that a molten pit is stepped on unless specifically avoided. When the target steps onto a molten square, they must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

Avoiding the tiles requires no check for normal movement. For all other movement and action, avoiding a tile requires a DC 12 Dexterity (Acrobatics) check.

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Gas Fireplace


 

A pouch of coins hangs inside the fireplace, just inside the flue.

Mechanical Trap

The pouch hangs from a weighted lever. If the pouch if removed, fire bellows out from below.

A DC 12 Wisdom (Perception) check notes that the pouch is hanging on a small peg that can move up.

When the pouch is removed, the peg moves up. This activates the fireplace. The target must make a DC 14 Dexterity save at disadvantage, or take 3d6 fire damage. If a target starts their round in the fireplace, they take 2d6 fire damage. The fire burns out in 1d4 rounds.

The trap can be disabled by either jamming the lever, which requires a DC 12 Dexterity check with thieves’ tools, or by using a counterweight to hang instead. This requires a DC 12 Dexterity (Sleight of Hand check). Failure causes the trap to go off.

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