Posts Tagged With: mechanical

Glass Display Case


A glass display case is here. It has several shelves, each one holding a valuable.

Mechanical Trap

 

A diamond-studded wire slams down if the valuable is taken.

The glass of the shelves can be opened without being broken with a successful DC 12 Dexterity check with thieves’ tools. If it fails, the glass breaks.

The valuable sits on a small piece of velvet that covers a pressure plate. A slight bulge can be seen with a successful DC 14 Wisdom (Perception) check.

When the valuable is taken, the wire slams down. The target must make a DC 14 Dexterity saving throw or take 4d4 slashing damage, and gain disadvantage on all Dexterity-based rolls until the damage taken is healed.

The pressure plate must be disarmed from below the shelf. This requires a successful DC 14 Intelligence (Investigation) check to determine which mechanism to disable, and a successful DC 14 Dexterity check with thieves’ tools to disable.

If the Dexterity check fails, the trap is sprung in the compartment above. If the Investigation check fails, then the trap in the current compartment is set off when the Dexterity check is made; the result does not matter.

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

Arc Arch


A metal archway connects the two areas.

Mechanical Trap

 

The archway will send electricity to anyone wearing metal armor.

A DC 12 Wisdom (Perception) check detects slight humming from the archway.

A DC 12 Intelligence (Investigation) check reveals that a current runs through the archway.

When a target wearing metal armor walks through the archway, they take 4d6 electricity damage and become restrained. A DC 14 Constitution saving throw halves the damage and prevents the target from being restrained. While restrained, the target takes 4d6 electricity damage at the start of their turn. On their turn, they can make a DC 14 Constitution saving throw to break away.

The trap can be defeated by locating the switch box with a DC 14 Wisdom (Perception) check and then cutting the correct wires with a DC 14 Intelligence (Investigation) check.

Alternatively, it can be shorted by connecting a metal device from the arch to the ground. However, unless grounded, that target shorting the arch takes 6d6 electricity damage.

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Trip Stair


A red carpet runs down the stairs, supported by brass rods.

Mechanical Trap

 

The bottom stair is mounted on a pressure plate that when presses, causes all the rods to lift up.

A DC 12 Wisdom (Perception) check detects that each stair rod is attached to the stairs on the sides. A DC 12 Intelligence (Investigation) check reveals that they are all attached to a single system and can be protruded and retracted.

When the last step is pressed, all the rods lift. Thos on the stairs must make a DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning damage.

The pressure plate can be disabled simply by placing an object between it and the floor, or avoided by stepping over it. 

It requires a DC 15 Dexterity check with thieves’ tools to disable the rod system.

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Needles in Ceiling


This room is cloaked in shadows, with a single light shining on a golden statue.

Mechanical Trap

 

The ceiling is covered in hundreds of tiny needles. 

The statue is protected, surrounded by a ring of pressure plates. A DC 14 Wisdom (Perception) check detects that the mortar on the inner ring of tiles is cracked.

When a pressure plate is stepped on, a large weight falls from above onto the ceiling. This causes all the needles to fall.

All targets in the room take 6d4 piercing damage, with a DC 14 Dexterity saving throw halving this damage. Then, the targets must make a DC 14 Constitution saving throw or fall unconscious for 1 hour. If the Dexterity saving throw was successful, this save is at advantage. The unconscious condition can only be removed by a lesser restoration spell or similar before the hour is up.

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

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Bomb Under Coins


The chest is full of a variety of coins.

Mechanical Trap

 

At the bottom of the chest is a bomb. The weight of the coins is holding the trigger in.

There are 2,000 coins of various types. When 500 of them have been removed, the target may make a DC 14 Wisdom (Perception) check. On a success, a foreign object is detected on the bottom.

This item can be safely examined with a DC 14 Dexterity (Sleight of Hand) check. Failure causes the bomb to go off. Once examined, a DC 14 Intelligence (Investigation) check identifies the object as a bomb with a pressure trigger that is being held in by the coins. It can be removed, and then disarmed with a DC 14 Dexterity check with thieves’ tools. Failure on this check causes it to explode as well.

Once 750 coins are removed, the bomb goes off. All targets within 30′ of the bomb take 4d6 fire damage and 4d6 bludgeoning damage, with a DC 16 Dexterity saving throw halving all damage.

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Diamond Display


A dazzling diamond sits on a pedestal, covered by a glass dome.

Mechanical Trap

 

The diamond sits atop a spring loaded plate the cuffs the target.

A DC 12 Intelligence (Investigation) check reveals that the diamond sits atop a mechanical device.

When the diamond is removed, the device it sits upon snaps shut, trapping the target. The target must make a DC 14 Dexterity saving throw. On a failure, the target is restrained.

The device can be disabled with a successful DC 14 Dexterity check with thieves’ tools.

If the target is already trapped, this check is at disadvantage.

Pulling free requires a DC 20 Strength check, and the cuff would still have to be removed later.

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Electrified Rung


Iron rungs are attached to the side of this brick wall.

Mechanical Trap

 

One of the rungs is charged.

A DC 14 Wisdom (Perception) check detects a slight buzzing coming from one of the rungs near the top. Once a target is within 5 feet, they can make the check.

When the rung is grasped, the target receives an electric shock. They take 2d4 electricity damage, and must make a DC 14 Fortitude saving throw. On a failure, they are unable to let go. At the beginning of each round they take 2d4 electricity damage and may try the saving throw to let go again. The target is considered restrained until they let go.

When they let go, they must make a DC 12 Dexterity saving throw. On a failure, they fall, taking 3d6 falling damage. After the initial damage, this saving throw to prevent falling is at advantage.

A DC 12 Intelligence (Investigation) check reveals small, insulated wires between the mortar and rung. Cutting these deactivates the rung. This requires a DC 10 Dexterity check with thieves’ tools.

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Weak Wall with Ladder


Iron rungs are attached to the side of this brick wall.

Mechanical Trap

 

The bricks near the top are not secured well. Using one of the rungs causes the rung to come out.

A DC 12 Wisdom (Perception) check detects that the mortar between bricks is different around the top 3 rungs.

A DC 14 Intelligence (Investigation) check reveals that the top 3 rungs are attached to bricks that are not securely installed in the wall.

When any of the 3 rungs is used, it pulls the bricks from behind it free, causing a small avalanche of bricks to cascade down. All targets in a 10′ columns under the bricks must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage.

The target that pulls the rung free must also make a DC 14 Dexterity saving throw. On a failure, they fall, taking 2d6 falling damage as well

Bypassing the 3 rungs requires a DC 16 Strength (Athletics) check. Failure cause the trap to trigger.

The bricks can be repaired, but this requires te correct materials to make mortar, and at least an hour to set.

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Razor Attic Stairs


A small rope pull hangs down from the attic access stair trap door.

Mechanical Trap

 

When the rope is pulled, instead of a set of stairs, the trap door opens and a large razor blade slides out.

A DC 12 Wisdom (Perception) check reveals that the floor under the trap door has been gouged a few times.

A DC 14 Intelligence (Investigation) check detects that the weight of the door is not what would be expected for stairs.

When the trap door is pulled open, the target must make a DC 14 Dexterity saving throw. On a failure, they take 8d6 slashing damage.

The blade can be secured by opening the door slightly and jamming it. This requires a successful DC 13 Dexterity check with thieves’ tools.

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Trigger Handle


The desk drawer is locked, and has a handle.

Mechanical Trap

 

When the handle is pulled, it comes out partway and discharges a gun inside the drawer.

The lock requires a DC 14 Dexterity check with thieves’ tools to open.

A DC 16 Intelligence (Investigation) check on the lock reveals that it is very sturdy, and designed to be removed from the inside.

When the drawer is pulled open via the handle, the handle moves out about an inch, discharging the gun inside. This dislodges the locking mechanism. The target suffers a +8 ranged melee attack for 1d8 piercing and bludgeoning damage.

The trap can be disarmed by pulling the handle out slightly and cutting the springs free from the handle. This requires a DC 16 Dexterity check with thieves’ tools. Failure causes the gun to discharge.

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