Posts Tagged With: mechanical

Foul Torches


 

Torches line the walls, lit and emitting noxious fumes.

Mechanical Trap

 

The torches burn a poisonous gas, and if extinguished, the gas builds up.

When the targets enter the room, each target must make a DC 11 Consitution saving throw or become poisoned while in the room and for 1d6+1 rounds after leaving.

A DC 8 Intelligence (Investigation) check reveals the burning torches as the source of the poison. Extinguishing the torches ends this effect.

However, once extinguished, the gas in the room builds up. A DC 16 Intelligence (Investigation) check made after extinguishing a torch reveals that they were burning a nearly odorless gas, which can be identified as a gas that causes exhaustion with a successful DC 16 Intelligence (Investigation) check.

Once all the torches are extinguished, each round, each target must make a DC (10 + level of exhaustion) Constitution saving throw or gain a level of exhaustion.

Re-lighting the torches ends this effect, but the levels remain.

A strong wind will clear the room for 1d4 rounds.

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

Bolted Ceiling


 

The ceiling is almost 100 feet high.

Mechanical Trap

 

The ceiling is covered in tightly packed, heavy-tipped crossbow bolts pointing downwards that fall when triggered by a pressure plate.

A DC 14 Wisdom (Perception) check detects the outline of the stone of the pressure plate. It’s as wide as the room and 10 feet long.

A DC 8 Wisdom (Perception) check reveals that the ceiling appears to have bas-relief carvings of something on it. A DC 14 follow-up Wisdom (Perception) check detects that it appears to be covered in small, individual metal studs. If examined under magnification, or if a target gets closer, the crossbow bolts can be seen.

When the pressure plate is stepped on, all the bolts fall from the ceiling. Each target in the room is attacked by 2d12+6 bolts. Each bolt makes a +8 ranged attack for 1d8 piercing and bludgeoning damage.

The pressure plate can be disabled with a DC 14 Dexterity check, however failure sets off the trap.

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Metal Shavings and a Magnet


 

The workshop floor is covered in tiny metal shavings.

Mechanical Trap

 

The smithy keeps their finished products behind a locked iron door, that is also trapped.

A DC 14 Intelligence (Insight) check detects that the shavings in front of the door are arranged in a magnetic pole pattern.

The shavings are small enough to puff up in the air as characters walk through them. Removing all the shavings requires a DC 14 Intelligence (Medicine) check. This takes 1d4 rounds and the target may not move while it is happening.

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

When the door opens, a large magnet is activated, causing all the metal shavings in the room to be pulled in. Any targets that have not removed the shavings take 4d6 slashing damage and are blinded for 1d10 minutes. A successful DC 16 Constitution save halves this damage and prevents blindness.

A blinded target can be healed with a successful DC 14 Intelligence (Medicine) check. However, failure on this roll permanently blinds the character, requiring a lesser restoration to cure.

If the lock is searched, a DC 16 Wisdom (Perception) check detects a wire in the lock. If this is cut, it disables the magnet.

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Quicksand


 

The floor is made of hard-packed sand.

Mechanical Trap

 

Water is fed into the sand when the door is unlocked, turning it into quicksand.

A DC 16 Intelligence (Nature) check reveals that the sand is ripe for turning into quicksand if it gets quickly wet.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock.

However, when the door is unlocked, water rushes into the sand from underneath. The entire room turns into quicksand.

All targets in the room are now subject to quicksand rules.

A DC 12 Wisdom (Perception) check detects hidden levers in the lock which control the water flow. These can be disabled, thus preventing the water from flowing into the sand, with a successful DC 15 Dexterity check with thieves’ tools before opening the lock.

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Bamboo Catches


 

A featureless door is here.

Mechanical Trap

 

The opening mechanism is hidden and protected with bamboo slivers.

A DC 14 Wisdom (Perception) check detects that one of the wooden planks on the door is more worn than the rest.

A DC 14 Intelligence (Investigation) check reveals that this piece of wood can be tilted slightly, revealing a mechanical device underneath that looks like it could open the door.

Further investigation requires a DC 18 Intelligence (Investigation) check which reveals a small, spring-loaded device inside full of bamboo slivers.

Operating the device requires a DC 16 Dexterity (Sleight of Hand) check. If gloves are worn, this check is at disadvantage.

If gloves are not worn, when the target tries to open the mechanism, they must make a DC 16 Dexterity saving throw. On a failure, small slivers of bamboo embed themselves underneath the target’s fingernails.

This imparts a disadvantage to all Dexterity-based rolls that require the target’s hands.

This condition can be removed with a DC 15 Intelligence (Medicine) check or any magical healing.

The trap can be disarmed with a DC 18 Dexterity check with thieves’ tools to remove the bamboo from inside. Failure means that some of the bamboo was missed, and the trap acts normally.

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Acid Lock


 

An open window is here.

Mechanical Trap

 

The lock mechanism is ceramic and sits in a pool of acid.

A DC 12 Wisdom (Perception) check detects moisture on the inside of the lock.

A DC 14 Intelligence (Investigation) check identifies liquid in the lock as acid.

The lock can be picked with a DC 14 Dexterity check with thieves’ tools. Failure by more than 5 destroys the delicate mechanism, permanently jamming the lock.

However, once the lock picks are used, they are destroyed. If they are wiped down immediately after withdrawn, the lock picks have a 50% chance of being destroyed.

A small hole can be drilled in the bottom of the lock, draining the acid. If this is done, the lockpicks will not be destroyed.

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Frameless Window


 

An open window is here.

Mechanical Trap

 

The window pane is frameless and open. It falls when the window frame has pressure applied.

A DC 12 Wisdom (Perception) check notes the frameless glass pane situated above the frame.

A DC 14 Wisdom (Perception) check detects that the small piece of wood that runs along the frame is raised slightly. Inspection reveals small springs underneath.

If any pressure is applied to the wood on the frame, the glass pane slams shut. The target must make a DC 14 Dexterity save or take 3d6 slashing damage.

The trap can be disarmed by either smashing the window pane and cleaning it up, which requires a successful DC 12 Dexterity check, or by disabling the springs under the wood, which requires a DC 14 Dexterity check with thieves’ tools.

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Poison Lever


 

A portcullis blocks the way to get outside. A lever is situated 10 feet to the right of it in the stone wall.

Mechanical Trap

 

The lever must be pulled from the base to open the portcullis. Otherwise, it breaks and spills poison gas into the room.

A DC 14 Intelligence (Investigation) check reveals that the lower third nearest the wall of the lever is worn, while the top two-thirds is not work at all.

When the lever is pulled, it snaps off near the lower third. Green gas spills into the room. All targets within 30′ must make a DC 14 Constitution saving throw or fall unconscious for 10 minutes.

Pulling the lever from the bottom third requires a DC 12 Strength check.

Alternatively, the lever can be reinforced with metal strips, wood, etc and pulled normally. This requires a DC 16 Intelligence (Investigation) check to fabricate.

On a failure, the lever breaks as normal.

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Glitter Chest


 

A iron chest is here.

Mechanical Trap

 

The iron chest’s lock is filled with glitter that explodes outwards.

A DC 14 Wisdom (Perception) check detects a small amount of glitter around the keyhole of the lock.

The lock requires the key to open, which also bypasses the trap. If picked, it requires a successful DC 14 Dexterity check with thieves’ tools to open. 

If the lock is opened without disarming it, a cloud of glitter billows forth from the lock. All targets within 5 feet are blinded for 1d6+1 rounds, or 1 round on a successful DC 14 Constitution saving throw. The targets are also covered in glitter, which give disadvantage to any stealth check except in total darkness.

A target may spend 1d4 rounds to remove the glitter from their clothes. Removing the glitter from their eyes requires a DC 10 Intelligence (Medicine) check to end the blindness early.

The trap can be avoided by taking disadvantage on the check to open the lock.

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Pressure Chest


 

A iron chest is here.

Mechanical Trap

 

The iron chest is filled with gold coins, but the chest has been pressurized. Opening it causes the coins to explode outwards.

A DC 14 Wisdom (Perception) check detects a small valve on the back of the chest.

A DC 14 Intelligence (Investigation) check reveals that the chest is warmer than it should be.

When the chest is opened, the pressure blows it open, showering the area in gold coins. All targets within 5′ take 2d6 bludgeoning damage, with a DC 12 Dexterity saving throw halving this damage.

The valve can be operated with a successful DC 11 Intelligence (Investigation) check. When opened, it will make a hissing noise, and when the noise stops 1d4 rounds later, the chest is safe to open.

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