Posts Tagged With: mechanical

Ankle Twister


 

The floor is comprised of several circular tiles.

Mechanical Trap

Several of the tiles are pressure plates that abruptly rotate when stepped on.

A DC 12 Wisdom (Perception) check reveals several circular tiles that have no grout around them, and the stone of the tile is also laid in a manner that doesn’t match the rest of the floor.

When one of these tiles is stepped on, the tile rotates a little more than 90 degrees. The target takes 2 Dexterity damage, falls prone and their movement ends. A successful DC 12 Dexterity saving throw negates the prone effect and the Dexterity damage. A successful DC 14 Wisdom (Medicine) check or a short rest heals the Dexterity damage.

A character can avoid the tiles by specifically stepping around them. If not specifically avoided, any straight path through the area will cause the character to activate at least one tile. An individual tile can be disabled with a DC 12 Dexterity check with thieves’ tools.

 

 

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Q-Tip Trap


 

The cave path takes a sharp right turn up ahead.

Mechanical Trap

A single kobold mans a station around the corner. A large branch has been bent and tied, with a carved wooden head attached to it. The kobold cuts the rope, causing the branch to swing around the corner.

A DC 12 Wisdom (Perception) check reveals a small mirror on the ground in the corner. A DC 12 Intelligence (Investigation) check show that the mirror has a fuzzy reflection of a kobold around the corner.

Once a character is within 5 feet of the corner, the kobold cuts the rope. The target must make a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. If the target is aware of the kobold, this save is at advantage.

The trap is easily disabled, if it has not been triggered. The kobold can be easily frightened away with a DC 12 Charisma (Intimidation) check. The kobold cuts the rope and runs.

 

 

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Good Luck Pool


 

Coins are scattered at the base of the statue, in a pool of liquid.

Mechanical Trap

The liquid in the pool is odorless and caustic to organic material, but harmless to metal.

A DC 12 Intelligence (Nature) check notes that the coins have small bubbles on them, in a manner that is not normal for water.

Anyone reaching into the water takes 1d4 acid damage, with a DC 12 Dexterity saving throw reducing this to 1 acid damage.

The coins can be retrieved by using a tool of some sort, however, if that tool is made of organic material, it will corrode and break after 1d4 attempts.

If the coins are removed but not washed off, they will do 1 point of acid damage per round being handled. If placed in a container made from an organic substance, they will eat through the container in 1d6 rounds.

 

 

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Magnetic Lock


 

The door is secured by a heavy internal iron lock.

Mechanical Trap

The lock becomes magnetic if opening it fails.

A DC 14 Intelligence (Investigation) check reveals that the lock is slightly magnetic.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. If it fails, a click is heard and the lock becomes magnetic. Any tools being used get stuck in the lock. Pulling them out requires a DC 14 Dexterity check. If it fails, the tool breaks.

Disarming the magnets requires a DC 16 Dexterity check with thieves’ tools.

 

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Wall of Barrels


 

Barrels have been stacked floor to ceiling along one wall.

Mechanical Trap

The barrels are filled with a caustic substance. Behind the barrels, the wall is mounted on a piston which pushes the wall into the barrels, knocking them all over. This wall is activated by a pressure plate under one of the stone tiles.

A DC 14 Wisdom (Perception) check reveals that one of the stone tiles just in front of the exit is slightly lifted and less worn than the rest of them. A followup DC 12 Intelligence (Investigation) check shows that the mortar around this tile is actually part of the tile, and that the tile can be lifted out. Underneath the tile is the plate.

If a character exits the room through the exit, the pressure plate is activated unless actively avoided, which can be easily done.

When the plate is activated, the wall pushes against the barrels, knocking them over. All targets within 10 feet of the barrels must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage and 4d4 acid damage. Other creatures within 30 feet must make a DC 14 Constitution saving throw or take 2d4 acid damage.

The plate may be deactivated with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap. The barrels could also be moved. There are 18 barrels. Each one requires a DC 12 Strength check to move. Failure sets off the trap.

 

 

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Fire Revolver


 

A round manhole cover is in the middle of the room. It has a hole in it, but there is a stone slab under the hole.

Mechanical Trap

The manhole cover must be turned clockwise to open. There are 6 matching holes in the stone, each releases a gout of flame when the hole matches up with the cover.

A DC 14 Wisdom (Perception) check notes small scratches in the stone. A successful follow-up DC 12 Intelligence (Investigation) check reveals that these scratches match up with a small metal block attached to the underside of the cover, suggesting it could trigger something when moved.

When the cover is turned, the block hits a small switch on the far side of the hole, which causes a plume of flame to erupt. This plume deals 4d4 fire damage to all targets within 5′, with a DC 14 Dexterity saving throw halving the damage.

If the hole is examined, a DC 12 Intelligence (Investigation) check reveals that the metal block push down a small switch on the side of the hole.

There are six holes. After the sixth hole. the cover and stone underneath may be removed.

The metal may be removed with a DC 16 Dexterity check with thieves’ tools. After the metal is removed, the flames no longer activate.

 

 

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Minefield


 

A field of tall grass lies before the castle.

Mechanical Trap

The field is rife with mechanical mines.

A DC 14 Intelligence (Nature) check reveals that the growth of the grass suggests that a path has been followed often. A successful DC 14 Wisdom (Survival) check allows the target to follow this path and avoid the mines.

For each move or dash action taken by a target, there is a 1 in 4 chance that the target will step on a mine. When this occurs, a metal contraption springs upwards and shoots small blades everywhere. The target takes 4d4 slashing damage, with a successful DC 14 Dexterity saving throw reducing this damage by half.

Individual mines may be spotted with a DC 16 Wisdom (Perception) check. If the target is moving at more than half speed, this check is at disadvantage. Once spotted, the mine can be easily avoided.

Each individual mine may be disarmed with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the mine.

 

 

 

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Pull Stairs


 

A rope dangles from a long trapdoor in the ceiling.

Mechanical Trap

The rope pulls down a staircase that leads upwards. Several cannonballs have been stacked on the stairs.

A DC 14 Wisdom (Perception) check reveals that the trapdoor is bulging slightly in the middle.

When the stairs are pulled open, the cannonballs cascade downwards. All targets in a 20′ line must make a DC 12 Dexterity saving throw or take 4d4 bludgeoning damage.

While the trap can’t be disarmed, it can be avoided by opening it from behind the stairs, so that the cannonballs roll away from the opener.

 

 

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Door Log


 

The wooden door opens inwards, towards you.

Mechanical Trap

A log is pulled down that swings through the door, secured by 2 chains.

The door feels like it is being restrained a little when opened. This can be noticed with a successful DC 12 Wisdom (Perception) check.

When the door is opened, a log swings through. The target must make a DC 14 Dexterity saving throw or take 3d4 bludgeoning damage. A successful Perception check from above grants advantage on this saving throw. On a successful hit, the target must make a DC 16 Strength saving throw or be pushed back 10 feet and knocked prone.

The trap can be disabled by removing the boards that are connected to the chains. This requires a DC 14 Dexterity check with thieves’ tools. Failure causes the log to swing, crashing through the door.

 

 

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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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