Posts Tagged With: mechanical

Greased Stair


 

A long, steep wooden staircase descends into darkness.

Mechanical Trap

One of the stairs towards the top has been covered in slippery grease.

A DC 14 Wisdom (Perception) check reveals that the 4th stair is a lot shinier than the others.

A creature stepping on this stair must make a DC 12 Dexterity saving throw or trip and fall down the stairs, taking 2d6 falling damage.

A creature who is aware of the stair who steps on in gains advantage on the saving throw. Otherwise, a creature may bypass the stair with a DC 12 Dexterity (Acrobatics) check with advantage. Failure results in falling as above.

The stair can be cleaned of the grease with a piece of cloth by spending an action. This reduces the DC of the saving throw and skill check to DC 5.

 

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

Ceiling Chute


 

A large door stretches up almost all the way to the 10 foot ceiling.

Mechanical Trap

The door is connected to a piece of metal. When the door opens, it slides the metal that is right above the ceiling away, causing the glass globe full of acid to drop.

A DC 14 Wisdom (Perception) check reveals a 5’x5′ area in the ceiling near the door that is slightly recessed and doesn’t quite match the color of the rest of the ceiling.

When the door is opened, this recessed area slides aside, dropping a glass globe full of acid. Any creature underneath the door must make a DC 12 Dexterity saving throw or be struck by the globe, dealing 4d4 acid damage, and an additional 1d4 acid damage for 1d4 rounds. On a successful save, the creature takes 1d4 acid damage. Creatures within 5′ must make a DC 12 Dexterity saving throw or take 1d4 acid damage.

If the door is opened partway, the metal sheet can be detached with a DC 16 Dexterity check with thieves’ tools. If this check fails, it causes the globe to fall on the creature attempting to disable the trap. A net or cloth can be rigged under the ceiling to catch the globe as well.

 

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

Catch Under Desk


 

An ornate desk has a single drawer that has no handle.

Mechanical Trap

The drawer is opened by a secret catch under it. The catch is surrounded by hidden razor blades.

If the area under the drawer is searched, a DC 14 Wisdom (Perception) check will reveal a small catch to open the drawer. A DC 16 Wisdom (Perception) check reveals the razors.

A creature operating the catch will take 1d4 slashing damage, and will have disadvantage on any checks or attacks that use the hands until the slashing damage is healed. If the razors have been located, a successful DC 14 Dexterity check will avoid the razor damage.

The razors can be removed with a successful DC 16 Dexterity check with thieves’ tools.

 

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

False Door


 

A wooden door is set flush with the wall up ahead.

Mechanical Trap

The door is a fake door, and does not open. Above the door, the ceiling is hinged and swings down.

A DC 14 Wisdom (Perception) check will detect that the door looks fake. A DC 16 Wisdom (Perception) check will reveal small hinges near the wall and ceiling above the door, and a hairline outline of a 10’x10′ square in the ceiling.

The door has a pressure plate behind it. When the door is pushed, it pushes the plate, which releases the hinged 10′ x 10′ section of the ceiling. The creature opening the door must make a DC 14 Dexterity saving throw or take 3d6 bludgeoning damage and become restrained. A DC 12 Strength check is required to move the ceiling aside to free the restrained creature.

A DC 16 Dexterity check with thieves’ tools is required to lock the hinges into place, preventing the ceiling from falling. If the door is pulled open, which requires a DC 16 Strength check, the pressure plate is obvious. Attacking the door will cause the plate to be pushed.

 

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

Sticky Gold


 

A wooden chest sits in the back of a closet.

Mechanical Trap

The outside of the chest is coated with a sticky substance.

A DC 12 Wisdom (Perception) check reveals that the chest seems to be coated with an oily substance.

If the chest is touched, the creature touching it becomes stuck to the chest. A stuck creature may free itself with a DC 16 Strength check, but that deals 1d4 bludgeoning damage. Alcohol will dissolve the glue as well.

The glue may be neutralized by applying alcohol, or material thicker than linen may be applied. The material will stick, but the chest may be handled by only touching the areas covered by the material.

 

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

Kick In The Nuts


 

The door is made of planks of wood, but is otherwise featureless.

Mechanical Trap

All of the planks are hinged, and when pushed, rotate upwards.

A DC 12 Wisdom (Perception) check reveals that the boards are not even with each other. Some are rotated slightly up or down.

When the door is pushed to open, the board flips up, striking the creature opening the door. The plank attacks with a +2 melee attack for 1d4 bludgeoning damage. If the attack  succeeds, the creature must also make a DC 12 Constitution check or be stunned for 1 round.

The planks can be disabled easily by jamming them, or even nailing something over them with a DC 10 Dexterity check.

 

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

Slightly Ajar Door


 

The door is slightly ajar.

Mechanical Trap

A bucket of acid sits atop the door and falls off if the door is opened.

A DC 12 Wisdom (Perception) check reveals that there is a bucket balanced on the top of the door.

If the door is opened, the creature opening the door must make a DC 14 Dexterity saving throw or take 4d4 acid damage, and an additional 2d4 acid damage at the beginning of their next turn. A successful save means the creature takes 1d4 of acid splash damage.

If the bucket is spotted, it can be removed safely with a DC 10 Dexterity check. Failure results in the trap being set off as above,

 

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

Tumbler Lock


 

A door is at the top of the stairs, immediately next to the top stair with no landing.

Mechanical Trap

The lock has a mechanism in it that is attached to the stairs. When the lock is turned, the stairs each rotate 90 degrees.

A DC 14 Wisdom (Perception) check reveals that each stair has a small gear wheel on the right side, barely visible.

When the lock is opened without the key, each stair rotates 90 degrees. Any creature on the stairs must make a DC 14 Dexterity saving throw or fall down the stairs to the bottom, taking 1d6 damage for each 15′ of stairs between the creature and the bottom. The staircase is 30′ long.

Opening the lock requires a DC 16 Dexterity check with thieves’ tools.

The trap can be disarmed with either a DC 18 Dexterity check with thieves’ tools at the lock, or each stair can be jammed. Jamming a stair requires a DC 10 Strength check and something like a nail to jam next to the gear. If only one side of the gear is jammed, a DC 12 Intelligence (Investigation) check is required to determine the direction of rotation. Failure indicates that the wrong side was jammed, and stair will not be disabled.

 

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

Bowl of Coins


 

A donation bowl full of coins sits near the entrance.

Mechanical Trap

The bowl has several small spikes on the bottom that are poisoned.

Unless a creature picks through the coins, they will not notice the spikes. A creature that picks through the coins will see the spikes on a successful DC 12 Wisdom (Perception) check, and will notice that they are covered in an oily substance on a successful DC 15 Wisdom (Perception) check.

When a creature reaches in and scoops out coins, the spikes on the bottom will scrape against the hand. This is a +2 melee attack for 1d2 damage. If the attack is successful and causes damage, the creature must make a DC 12 Constitution saving throw or fall unconscious for 1 hour. Unconscious creatures can be woken after 1d6+2 minutes by spending an action to revive them.

A creature may make a DC 12 Dexterity check to retrieve the coins carefully and avoid the spikes. The trap can be “disarmed” by simply picking up the bowl and pouring out the coins, which requires an action.

 

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

Glass Doorknob


 

The doorknob is made of glass.

Mechanical Trap

The glass doorknob is very delicate and filled with a deadly gas that is colorless.

A DC 16 Wisdom (Perception) check will note that the glass doorknob is made from very thin glass. If the doorknob is examined by touch, this check has advantage. However, it requires a DC 12 Dexterity check to examine the doorknob without breaking it.

If the doorknob is grasped and turned, the glass breaks. The creature opening the door must make a DC 16 Constitution saving throw or take 1d6 Con damage and fall unconscious for 2d12 hours. On a successful save, the creature instead takes 1 Con damage and falls unconscious for 1 hour.

The trap can be disabled by breaking the glass from a distance of 10 feet or greater, as the gas dissipates quickly.

 

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

Blog at WordPress.com.