Posts Tagged With: mechanical

Cuckoo Clock


A cuckoo clock hangs on the wall. It is decorated with gold and gems.

Mechanical Trap

 

The clock is rigged so that if any of the valuables are moved, the cuckoo pops out and shoots flame.

A DC 12 Wisdom (Perception) check detects brass tubing running from the clock into the wall. This is the gas line that feeds the clock.

When anything is removed from the clock, the door opens and the cuckoo comes out and sprays flame. All targets in a 15′ cone take 4d4 fire damage, with a DC 14 Dexterity save halving the damage.

If the tube is cut or punctured, the trap becomes inert after 1d4 rounds. The door can also be wedged shut with a DC 12 Dexterity check with thieves’ tools.

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

Star Knife Doorknob


A wooden door is here, locked.

Mechanical Trap

 

When the doorknob is turned, several blades spring forth in a star pattern.

A DC 12 Wisdom (Perception) check detects that the edge of the doorknob has several small slits in it all the way around its circumference.

When the doorknob is turned, several blades spring forth. The target must make a DC 14 Dexterity saving throw or take 1d6 slashing damage.

A DC 14 Dexterity check with thieves’ tools is required to cut the main spring that feeds all the blades, disabling the trap.

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Dusty Coating


The marble slab is covered in a thick layer of dust. It seems that words are engraved on it.

Mechanical Trap

 

The words are currently illegible due to the dust. The dust, however, protects from the toxic surface of the slab.

A DC 14 Intelligence (Investigation) check reveals that the dust adheres to the surface, as if some kind of wet or sticky substance is underneath.

If the dust is wiped away to get at the words, it releases the toxins underneath. All targets within 30′ must make a DC 14 Constitution saving throw. On a failure, targets gain 1 level of exhaustion, become poisoned and suffer 1d6 Constitution damage. On a success, the target merely gains a level of exhaustion.

The poisoned condition lasts until the lost Constitution damage is restored.

The toxins can be neutralized with an alcohol compound combined with certain herbs. It requires a successful DC 16 Intelligence (Nature) check to discover.

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Velvet Bag


Several drawers are in this desk.

Mechanical Trap

 

One of the drawers is lined with a velvet bag, which conceals razor blades.

The drawers are all locked and can be opened with a DC 12 Dexterity check with thieves’ tools.

One of the drawers is lined with a velvet bag, drawn closed with a string. Hidden in this bag are several razor blades. When a target reaches in, they must make a DC 12 Dexterity saving throw or take 2d4 slashing damage. Examining the bag with a successful DC 14 Wisdom (Perception) check reveals the blades.

The blades can be removed with a DC 12 Dexterity check. Failure causes the damage as above.

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Dusty Wall Grate


A large iron grate is in the wall.

Mechanical Trap

 

The grate is very dusty, and when removed, releases a cloud of toxic dust.

A DC 14 Intelligence (Nature) check reveals that the dust appears to be ground-up poison oak.

The grate requires a DC 10 Strength check to pull off the wall. When it is pulled from the wall, all targets in a 20′ radius must make a DC 14 Constitution saving throw. On a failure, the target becomes poisoned for 1d4 days. A lesser restoration of similar will remove the poisoned effect.

The dust can be cleaned off with a DC 16 Dexterity check and a damp cloth. Failure causes the target only to be affected by the trap immediately. Removing the grate after this will still have the normal effect.

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Weak Tower Floor


This tower is situated atop the citadel for defense.

Mechanical Trap

 

The center of the floor is weak.

A DC 12 Intelligence (Investigation) check detects structural weaknesses in a 20′ radius in the center of the floor.

If more than 100 lbs is applied to the center 20′ radius of the floor, it collapses.

All targets in that radius must make a DC 14 Dexterity saving throw, or fall 60 feet to the base of the tower, taking 6d6 falling damage.

Short of construction activities, the trap cannot be disabled, but it can be avoided.

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Whack-a-Mole


The low ceiling has several holes in it.

Mechanical Trap

 

Above each hole is a kobold holding a small warhammer.

The hole is not big enough for any creature small size or above to fully enter. It’s only big enough to poke their head through.

The kobolds cannot be seen from below. If a target starts to enter the hole with his head, the kobold strikes it with a +4 melee attack for 1d6 damage. Then the kobold scampers off.

It requires a DC 14 Wisdom (Perception) check to see the kobold.

The best way to disarm this trap is with a fireball…

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Axe Corridor


The long hallway ends in a cork-covered wall.

Mechanical Trap

 

There is a door at the end of the hall. When it is opened, and axe is launched from the other side.

A DC 8 Wisdom (Perception) check detects the outline of a door in the cork.

A DC 14 Intelligence (Investigation) check reveals that the wall under the cork is hollow in one spot.

A DC 14 Wisdom (Perception) check detects a square outline in the stone wall at the other end of the hallway.

When the door is opened, a compartment opens up on the stone end and launches an axe down the hallway, end-over-end.

The nearest target in a line suffers a +8 ranged melee attack for 2d8 slashing damage. On a miss, the axe travels to the next target in line and does the same attack. This continues until either a target is struck, or the axe reaches the cork wall where it embeds itself in the wall.

The trap can be disabled by removing the cork from the wall, and cutting the wire in the hollow spot. No check is required.

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Tapered Shaft


A shaft leads upwards into the darkness.

Mechanical Trap

 

The shaft is very tall and slightly tapered. A round, flat stone falls when entered, and because of the tapering, is hard to detect.

A DC 12 Intelligence (Investigation) check reveals that the shaft going upwards tapers in slightly.

A DC 14 Wisdom (Perception) check detects that the middle of the floor is slightly discolored from the rest of the floor.

When the middle of the floor is stepped on, it depresses slightly. This causes a round, flat stone 100 feet up to fall. A DC 16 Wisdom (Perception) check detects the slight sound of the stone scraping against the shaft.

Looking up, a DC 12 Wisdom (Perception) check detects that the “ceiling” of the shaft is getting closer. Succeeding on this check grants advantage to the saving throw to avoid the stone.

The target must make a DC 14 Dexterity saving throw or be struck by the stone, taking 6d6 bludgeoning damage.

The pressure plate in the middle of the floor can be disabled with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Shaft, Trampoline and Spiked Platform


There is a tiny closet at the end of the hallway.

Mechanical Trap

 

The closet has what appears to be a secret door in the back. However, this just triggers the floor, which is a trap door, to open up.

A DC 10 Wisdom (Perception) check detects a secret door in the back of the closet.

A DC 12 Intelligence (Investigation) check reveals that the door appears to be up against a wall, and that there is also a small seam that runs the perimeter of the floor.

When a target attempts to open the secret door, the floor swings away. Falling can be avoided with a successful DC 12 Dexterity saving throw.

When the target falls, they fall 60 feet down a shaft onto a trampoline. When they strike the trampoline, a panel slides over the shaft 10 feet above the trampoline. This panel is covered in spikes.

The target bounces on the trampoline and strikes the panel, taking 5d6 bludgeoning and 4d6 piercing damage, before falling back to the trampoline.

Once on the trampoline, a DC 12 Wisdom (Perception) detects a small switch that retracts the panel. This switch can be jammed with a successful DC 14 Dexterity check with thieves’ tools to prevent the panel from sliding back out.

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