Posts Tagged With: mechanical

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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Sawmill Floor


 

The floor is made of several unevenly spaced planks.

Mechanical Trap

There are gaps between many of the boards. Saw blades travel the length of the floor, chopping anything in their path.

With a successful DC 10 Intelligence (Investigation) check, the target notices that 3 of the gaps run lengthwise almost the entire length of the corridor. Further investigation with a successful DC 12 Wisdom (Perception) check reveals a metal track running under each gap.

Opening the door to enter the hallway triggers a small switch on the doorframe. This switch can be spotted with a successful DC 14 Wisdom (Perception) check. This switch causes the saw blades to travel down the corridor 1 round later.

When the saw blades activate, all creatures in the hallway must make a DC 12 Dexterity saving throw or take 3d6 slashing damage.

The switch can be deactivated with a DC 12 Dexterity check with thieves’ tools, although it can only be disabled once the door is open, which already activates the switch.

If the floorboards are pulled up, the blades and rail mechanism can be easily disabled in 2d4 rounds.

 

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Putty Floor


 

The floor in here is made of soft clay.

Mechanical Trap

The clay contains material that causes drowsiness and fatigue.

A DC 14 Intelligence (Nature) check identifies the clay as a substance that contains a mild toxin that causes fatigue.

The clay area is soft, footprints sink in a few inches. This makes the area difficult terrain. Also, the clay sticks to shoes and feet in a thin layer. When this clay dries, it begins to emit vapors. 1d10 minutes after getting the coat of clay on the feet/shoes, each target within 5 feet of a target with clay must make a DC 12 Constitution saving throw or gain 1 level of exhaustion. This saving throw must then be made every 1d10 minutes.

The clay naturally wears off in 1 hour or it can be removed. Once removed, no more saves are needed, and the target regains a level of exhuastion every 1d10 minutes. The target recovers fully after a short rest.

 

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Logjam


 

A 4 way intersection of the hallway is up ahead.

Mechanical Trap

Two very large logs are suspended in each side hallway and are tripped by wires that cause them to be loosed, smashing anything in the middle

A DC 12 Wisdom (Perception) check detects a thin tripwire just before the hallway. A separate check is required for each tripwire.

When the tripwire is triggered, the logs swing down. Any target in the intersection, including the target that tripped the wire, must make a DC 12 Dexterity saving throw or take 6d6 bludgeoning damage and become stunned for 1d4 rounds.

Note that the first tripwire can be avoided, but the second one can be tripped. In that case, the target tripping it is not subject to the attack, assuming they are moving forward out of the intersection.

The tripwires can be cut with a DC 12 Dexterity check with thieves’ tools. Failure results in the trap being triggered, but as long as no one is in the hallway, apart from a loud noise, no one will be subject to the attack.

Once in the hallway, the logs to the sides are quite obvious.

 

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Leaky Boiler


 

Several grates are set into the stone floor.

Mechanical Trap

A boiler operates underneath the floor, vented by the grates. It is broken and leaking CO.

A DC 18 Intelligence (Nature) check reveals that something is wrong with the air in this room.

Each round, every creature in the room must make a DC 14 Constitution saving throw or suffer 1 level of exhaustion.

After leaving the room, it takes 1d4 rounds to recover each level of exhaustion.

The gas can be prevented from coming into the room by plugging the vents with cloth or similar. Once all the vents are clogged, the room clears in 1d4 rounds. During this time, exhaustion checks need to be made.

 

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Grist Stairway


 

A spiral stone stairway leads upwards.

Mechanical Trap

The stairway compacts as it is travelled, eventually turning into two flat grist stones.

A DC 12 Intelligence (Investigation) check reveals that there is wear on the outer facings of each step. Those with stonecutting may add 2x their proficiency bonus.

When a target gets about halfway up, the stairs begin to compress, causing the floor to raise and the ceiling to lower. After 1 round, the exits at the top and bottom are inaccessible, and 2 rounds later, the floor and ceiling meet.

Those on the stairway may attempt to move to the top or bottom exit. Due to the decreasing size, they must be able to move to the exit and have an action to spend to exit the stairway. It requires a DC 12 Dexterity (Acrobatics) check to successfully escape. Creatures of size large or more have disadvantage on this check.

Those still on the stairs take 3d6 bludgeoning damage when the floor and ceiling meet. The stones continue to turn for 1d4 rounds. Each round the targets take an additional 3d6 bludgeoning damage.

After the turning stops, the stones take 2 rounds to return to normal.

The top or bottom of the stairs can be disabled by using spikes or something similar to wedge in place. This requires a DC 12 Strength check.

 

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