Posts Tagged With: mechanical

Pastry Shelf


 

Several pies line the shelves here.

Mechanical Trap

The shelves are spring loaded to fire the pies at the center of the room. A pressure plate by each door causes a delayed reaction.

A DC 12 Wisdom (Perception) check allows a creature to notice springs underneath the pastry shelves.

A DC 14 Wisdom (Perception) check reveals that the floor in front of each door is less worn than the rest of the floor.

A DC 16 Wisdom (Perception) check reveals that some of the pastries are clever fakes.

When a pressure plate is stepped on, it activates a 1 round timer. 1 round later, the shelf of pies is launched towards the center of the room. Any creature more than 5′ from the door must make a DC 12 Dexterity saving throw or be struck by a pie. Those struck by a normal pie take no damage, however, there is a 1 in 4 chance that the pie is fake. This pie is filled with a noxious substance that deals 2d4 acid damage, and 1d4 acid damage every round for 1d4 rounds.

The springs can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure launches the pies.

The pressure plates are easily avoided with a DC 5 Dexterity (Acrobatics) check. They can be disabled with a DC 12 Dexterity check with thieves tools. Failure on either of these checks sets off the trap 1 round later.

 

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Dunking Tank


 

A locked door is at the end of the hall. From this side, there is a large lever with a round piece of metal to push it.

Mechanical Trap

The lever opens the door when pushed, but it also opens up several pits along the hall.

A DC 12 Wisdom (Perception) check reveals that the lever is connected to some gears near the floor that appear to not be needed for opening the door.

A DC 14 Wisdom (Perception) check allows a creature to notice that several of the stone tiles are identical 5 foot square tiles, as if they aren’t made of real stone.

When the lever is pushed, these tiles open down, revealing a pool of water 10 feet below. Any creature on a 5 foot square that contains a tile must make a DC 13 Dexterity saving throw or be dumped into the water 10 feet below.

If a creature is not deliberately avoiding the tiles, there is a 1 in 3 chance that they are on a tile and are affected.

A DC 12 Dexterity check with thieves’ tools disables the floor gears, although failure sets off the trap.

Each tile can be secured in place with spikes or similar with a DC 12 Dexterity check.

 

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Sponge Floor


 

A large rug covers the entire floor.

Mechanical Trap

The rug covers a large sponge that spans the whole floor.

A DC 14 Wisdom (Perception) check detects a faint caustic odor. A subsequent DC 14 Investigation (Intelligence) check reveals that this odor is from acid.

Walking on the rug depresses the rug into the sponge, causing the acid in the sponge to pool above the rug. All creatures on the rug must make a DC 14 Dexterity saving throw or take 2d4 acid damage. Additionally, anyone in the room must make a DC 12 Constitution saving throw or become poisoned while in the room and for 1d4 rounds after leaving.

Placing boards or something down on the rug will mitigate the acid damage, but the poison effect cannot be avoided.

 

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Static Discharge Rug


 

A large rug covers the entire floor.

Mechanical Trap

Walking on the rug generates a static charge buildup that is discharged upon exiting the room.

A DC 14 Wisdom (Perception) check will note that the air in this room in unusually dry.

For each movement action spent on the rug, the moving creature builds up 1 charge. When the room is exited, the creature takes 1d6 electricity damage for each charge built up. A successful DC 14 Constitution saving throw halves this damage.

In order to take no damage, the rug must be avoided in some way. It can be rolled up with a successful DC 8 Strength check.

 

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Needle Floor


 

At the center of the villa is a small, open air plaza.

Mechanical Trap

Several of the tiles in the plaza are pressure plates. When activated, they cause thousands of poisoned needles to spring up from the rest of the tiles.

A DC 14 Wisdom (Perception) check reveals that several of the tiles are at slightly different depths than the other tiles. These are the pressure plate tiles.

A DC 16 Wisdom (Perception) check reveals that the rest of the tiles are covered in very small holes.

When a pressure plate is stepped on, all of the other tiles spring up needles through the holes. Anyone standing on one of these tiles is attacked with a +8 melee attack for 1 piercing damage. If a creature takes damage from a needle, that creature must make a DC 14 Constitution save or fall asleep for 1 hour.

The pressure plates, unless intentionally avoided, cannot be missed, but can be avoided intentionally with no check.

Once the needles are exposed, they cannot be avoided.

However, they can be broken by using a shield, armor, of even a weapon to clear a path. For each movement action, a DC 8 Dexterity check must be made. If it fails, it means that some needles were missed, and the creature takes the attack from them as normal.

Each pressure plate can be disarmed with a DC 12 Dexterity check with thieves’ tools. Failure sets off the needles.

 

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Flood, Circuit and a Door


 

An open door leads to a set of stairs that go down to a room with a bowl-shaped depression in the middle.

Mechanical Trap

Water floods the room through a small open hatch on one side. When the hatch is closed, it completes an electric circuit.

A DC 12 Wisdom (Perception) check reveals a small drip of water coming from an open hatch on one side of the room.

Several copper contacts can be seen, both on the hatch and the opening with a DC 14 Wisdom (Perception) check. These line up.

One round after a creature enters the room, water begins to pour through the open hatch. If unchecked, the room fills up in 6 rounds. The water is filled with toxic substances. One round after the flow starts, anyone in the room must make a DC 12 Constitution saving throw or take 1d2 CON damage and become poisoned for up to 1d4 rounds after leaving the water.

Shutting the hatch requires a DC 12 Strength check. Once shut, the water stops, and the existing water drains off in 1d6 rounds. However, shutting the door completes an electrical circuit. This causes 8d6 electrical damage to anyone making contact with the water, with a DC 14 Constitution saving throw halving the damage.

The contacts can me removed in 2 rounds with a successful DC 12 Dexterity check with thieves’ tools. When removed, little wires are exposed. If the check fails, the contacts are still removed, but the wires adjust when closing, causing contact and setting off the trap.

 

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Fuse Door


 

The closet’s wooden door is closed.

Mechanical Trap

The inside of the door contains black powder. Opening it ignites a fuse that causes the powder to burn and explode.

The closet has several shelves filled with potion bottles, some filled, some empty.

A DC 14 Wisdom (Perception) check reveals that in a small gap under the door, a piece of flint make contact with the door and the steel threshold.

If the door is checked, a DC 12 Intelligence (Investigation) check reveals that the top third of the door is hollow, while the bottom is not.

When the door is opened, the flint sparks, which is noticed with a passive DC 14 (Wisdom) Perception check. This ignites a small fuse in the door which reaches the black powder inside 2 rounds later. This causes the door to explode. Anyone outside the close within 15′ takes 3d6 fire damage, with a DC 12 Dexterity saving throw reducing this damage in half. Those inside the closet also take this fire damage, but also suffer a +8 ranged attack for 2d6 piercing damage from the broken glass.

The trap can be disabled by removing the flint, which requires a DC 12 Dexterity check with thieves’ tools. Failure causes it to spark, which activates the trap.

 

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Bear Trap Cabinet


 

A stout wooden cabinet is in the corner.

Mechanical Trap

The inside of the cabinet contains some treasures. The doors are set to automatically close if any of the treasures are disturbed. The shelf that they are on has been set on a scale calibrated to the exact weight of the treasures. The doors have hidden spikes on them.

A DC 14 Wisdom (Perception) check reveals small holes along the inside of the doors, with the tips of spikes just being able to be seen.

A DC 16 Wisdom (Perception) check reveals a small, scale-like mechanism under the treasure shelf.

If any of the objects are removed from the shelf, the spikes project and the doors slam shut. The target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage and become restrained. In order to be freed, the target must make a DC 14 Strength check to open up the cabinet doors.

The spikes can be disabled with a DC 14 Dexterity check with thieves’ tools. If the spikes are disabled and the trap is sprung, the damage is reduced to 1d6 bludgeoning damage, and the target is not restrained.

The shelf mechanism can be disabled with a DC 16 Dexterity check with thieves’ tools. Failure sets off the trap.

If the target wishes to replace an item with one of the same weight, this can be done with a DC 16 Intelligence (Investigation) check to determine the weight of the object. Failure results in disadvantage on the next part of the check to swap the item.

Swapping the item requires a DC 16 Dexterity (sleight of hand) check.

 

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Floorboard Crossbow


 

Several knotholes are in the pine planks of the hallway floor.

Mechanical Trap

One of the planks is missing a joist which causes it to depress. This sets off a crossbow that fires up through a knothole.

A DC 14 Wisdom (Perception) check reveals the tip of a bolt just below the floor which is visible through the knothole.

When the floorboard is stepped on, it depresses, causing the crossbow to make a +4 ranged attack for 1d8 damage.

The board can be avoided with a DC 5 Dexterity (Acrobatics) check. Failure results in the trap going off.

The board can also be removed with a DC 10 Dexterity check, and the crossbow unloaded or removed. Failure results in the discharge of the crossbow.

 

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Cracked Glass Ceiling


 

The ceiling in this room is made up of several cracked glass panes.

Mechanical Trap

There is a locked closet door in this room. If it is broken or forced open, the vibration causes the windows to shatter into the room.

A DC 12 Intelligence (Investigation) check reveals that the windows are close to falling our of their frames.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock. If it is forced or broken open, it requires a DC 16 Strength check to force open. The door has AC 15 and 15 hp.

If the door is forced open, or broken, the glass shatters. All creatures in the room take 6d6 slashing and piercing damage, with a DC 14 Dexterity saving throw cutting this damage in half.

The entire room becomes difficult terrain, and exposed flesh, such as bare feet or palms if crawling take 1d6 piercing and slashing damage for each movement action.

Cover may mitigate the damage from the windows. A large shield negates all damage if held above the head, while a medium or small shield cuts the damage in half. Cloth held overhead will also reduce the damage by half.

 

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