Posts Tagged With: mechanical

Logs


 

The hill on the side of the road is thick with underbrush and steep.

Mechanical Trap

 

A large pile of logs is hidden in the underbrush. A disguised rope across the road causes the logs to tumble into the roadway.

A DC 12 Wisdom (Perception) check detects a disguised rope set about 1 inch above the roadway. This check is at disadvantage if the spotter is mounted.

A DC 14 Intelligence (Nature) check reveals that the thick vegetation on the side of the road is dead, and is a pile, and not actually growing.

When the rope is crossed, the logs tumble into the roadway. All targets within 20′ of the rope must make a DC 12 Dexterity check or be hit by rolling logs, taking 6d6 bludgeoning damage and becoming prone.

Mounted targets have advantage on the save, but take an extra d6 bludgeoning damage from falling off of the mount if they fail.

The rope, if spotted, can be easily avoided. 

The rope can be cut and carefully moved out of the way. Doing so requires a DC 14 Dexterity saving throw, with a failure setting off the trap.

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Spring Bolt


 

A sliding bolt secures the door from this side.

Mechanical Trap

 

The bolt hides a chamber that contains a spring-loaded projectile, which is released when the bolt is slid aside.

A DC 16 Wisdom (Perception) check reveals the slight outline of the top of the chamber behind the bolt.

When a target slides the bolt aside, the first target in a 30′ line suffers a +8 ranged attack for 2d8 piercing damage.

If the outline is noticed, the bolt can be opened from the side, where the projectile will not strike anyone, as long as no one is in front of it.

A DC 16 Intelligence (Investigation) check allows one to fashion a cover for the chamber. They must have access to a thin metal plate and either nails or screws for it to work. With the cover in place, the projectile will be contained. 

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Exterminator


 

Flies and gnats fly in through the open window.

Mechanical Trap

 

When the window is closed, it activates a small bladder of poison that puffs poison into the room.

The flies and gnats are thick. While in the room, skill checks are performed at disadvantage.

A DC 12 Wisdom (Perception) check detects a small bladder at the base of the window sill.

When the window is closed, the bladder dispenses a small cloud of poison gas. All targets in the room must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

The flies and gnats in the room are killed by the gas.

A DC 14 Dexterity check with thieves’ tools is required to remove the bladder from the window. Failure breaks it, dispensing the gas into the room. However, if the window is open when the gas is dispensed, the saving throw against it is at advantage. 

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Poppies


 

A narrow walkway winds through a garden of poppies.

Mechanical Trap

 

The poppies have all been dusted with a hallucinogenic powder.

A DC 13 Wisdom (Perception) check notes the powder dusting on the flowers.

A DC 14 Intelligence (Nature) check detects that this powder is not naturally occurring on this type of flower.

When a target steps off the path, the poppies are disturbed, causing a small cloud of dust to appear.

All targets within 5′ must make a DC 14 Constitution saving throw. On a failure the target is confused (as per the spell) and poisoned for 1d6 + 1 rounds. The poison effect lasts for 10 minutes after the confusion wears off.

The powder can be suppressed for one hour by wetting the flowers. 

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Flame Door


 

A metal door blocks the way.

Mechanical Trap

 

The door contains several nozzles that spout flame.

A DC 14 Wisdom (Perception) check detects that all the nuts on the door have a small hole in them.

A DC 14 Intelligence (Investigation) check detects small traces of scorching around the holes.

The door is locked and requires a DC 14 Dexterity check with thieves’ tools to open. When opened, all of the small holes spout flame. All targets in a 15′ cone in front of the door take 6d4 fire damage, with a DC 14 Dexterity save reducing the damage by half.

There is a tiny valve that turns inside the locking mechanism that feeds fuel to the nozzles when the door is opened. This can be disabled with a DC 16 Dexterity check with thieves’ tools. Failure, however, sets off the trap.

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Pull The Rug


 

An ornate runner spans the length of the steep stairway.

Mechanical Trap

 

The top stair causes the runner to violently shift upwards.

A DC 14 Intelligence (Investigation) check detects small gears and springs attached to each stair rod.

A DC 14 Wisdom (Perception) check detects that the top stair appears to be “floating” about 1/4″ above the riser.

When weight is applied to the top stair, each rod rotates quickly, pulling the rug upwards by about 6 inches. All targets on the stairs must make a DC 14 Dexterity saving throw or fall down the stairs, taking 2d6 bludgeoning damage and falling prone.

Each rod can be disconnected from the carpet with a DC 12 Dexterity check with thieves’ tools. Half of the rods must be disconnected to disable the trap.

The top stair can be disabled by wedging something between the tread and the riser. This requires a small piece of wood or metal that is about 1/4″ high, and a successful DC 12 Dexterity (Sleight of Hand) check.

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Spiky Elevator


 

The elevator ceiling and floor are full of holes.

Mechanical Trap

 

The bottom and top of the elevator shaft have dozens of long, pointy, and sharp spikes that protrude into the elevator.

A DC 14 Intelligence (Investigation) check reveals that some of the holes have small cuts around the edges. This is where the spikes no longer exactly line up.

When the elevator is operated, it can go up or down. Either way, one round later, long, sharp spikes protrude through the holes on the floor or ceiling.

All targets in the elevator suffer a +8 melee attack for 6d4+6 slashing and piercing damage. If the elevator is moved, all targets suffer another attack, but at +4. If the targets in the elevator move, the area is treated as difficult, and each movement action taken in the elevator causes the target to take a +8 melee attack for 6d4 slashing damage.

1/8″ inch of steel of 2″ of wood covering the holes is sufficient to break the spikes and prevent them from coming in. The shaft can also be scaled, with a DC 14 Strength (Athletics) check. Once at the top or bottom, the spikes can be individually broken with a DC 10 Strength check. However, navigating to the bottom counts as moving in the elevator as above.

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Submerged Walkway


 

A concrete trench cuts through the moat; the water level is just below the top of the trench.

Mechanical Trap

 

A pressure plate causes the water to rise, rushing over the top into the sodium-lined trench.

The surface of the trench is slightly waxy. A DC 14 Intelligence (Investigation or Nature) check reveals that the waxy substance is water-soluble and scratches away easily. Scratching the surface reveals a cold, buttery type substance which is identified as sodium with a DC 16 Intelligence (Investigation or Nature) check.  

In the middle of the trench, a DC 13 Wisdom (Perception) check spots a 10’x10′ slight depression in the trench. This is the pressure plate.

When a target steps on the plate, the water level rises a few inches and splashes into the trench. One round later, the waxy substance dissolves. When this happens, all targets within 60′ of the trench take 10d6 fire damage, with a DC 18 Dexterity saving throw halving the damage. The trench also becomes destroyed, leaving everyone in a 20-foot deep moat.

The pressure plate can be jumped over. Or, a target can climb along the outside of it on the top of the narrow wall. This requires a DC 14 Dexterity (Acrobatics) check. On a failure, the target has a 50% chance of falling in the water. If this occurs, water splashes into the trench, causing a small explosion. Any target within 10′ of the falling creature takes 1d6 fire damage, with a DC 12 Dexterity check halving the damage. However, the trench collapses 1d3 rounds later, which sets off the big explosion immediately.

The pressure plate can also be jammed by scraping away the top-coat and jamming it. This requires a successful DC 14 Dexterity check with thieves’ tools and also causes 1d4 poison damage to the target.

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Un-barred Door


 

A wooden door leads to the next room.

Mechanical Trap

 

The door is locked but the bar is propped open. The bar slams shut if the trap is set off.

A DC 14 Intelligence (Investigation) check detects small gears near the rotating point of the bar.

A DC 14 Dexterity check with thieves’ tools is required to unlock the door.

If the door is unlocked without disarming the trap, the target must make a DC 14 Dexterity saving throw or take 4d6 bludgeoning damage from the bar, which slams downwards.

The gears can be jammed with a successful DC 16 Dexterity check with thieves’ tools. This prevents the bar from slamming down.

Once the bar has been activated, the gears must be reset to open the bar. This requires a DC 15 Dexterity check with thieves’ tools.

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Barred Door


 

A wooden door leads to the next room.

Mechanical Trap

 

The door is locked. If the lock is not opened correctly, bars slide down from the ceiling on the inside of the door, firmly locking it in place.

A DC 14 Wisdom (Perception) check detects a small gap between the floor and door and the ceiling and door. Several 1-inch holes have been bored into the floor, door, and ceiling.

A DC 18 Intelligence (Investigation) check of the lock reveals that it controls another mechanism in the door.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. However, if the trap is not disarmed first when opened, bards slide down from the ceiling, through the door, and into the floor.

The bars are spaced 2 inches apart and are each 1 inch of steel.

The trap can be disabled before being activated with a successful DC 18 Dexterity check with thieves’ tools, which will disable the trigger spring.

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