Posts Tagged With: mechanical

Glove Box


A thick glass glove box is here, with gold coins on the inside.

Mechanical Trap

 

The box is locked and the glass is very thick. The gloves have small, poisoned needles inside the fingers.

A DC 8 Wisdom (Perception) check locates the inside of the lock in the box. It looks like it could be easily opened from the inside.

When the target puts there hand inside the gloves, they must make a DC 12 Dexterity saving throw. On a failure, the micro-needles deal 1 hp of piercing damage, and then cause the hands to immediately swell up.

While the hands are swollen, they cannot be retracted from the gloves. In order to get out, the box must be broken and the gloves cut off, or a lesser restoration can be used.

The box has AC 20 and 30 hp.

The lock can be opened from the inside with the gloves with a DC 10 Dexterity check, but not while the hands are swollen.

The lock can be picked with a DC 16 Dexterity check with thieves’ tools.

If the target is wearing at least leather gloves, the micro needles will have no effect. But this grants disadvantage to the check to open the lock from the inside.

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

Ink and Needle Trap


An old wooden chest is hidden behind a cupboard.

Mechanical Trap

 

The chest is locked with a cheap lock that has a small needle. 

A DC 10 Wisdom (Perception) check detects a needle coated in a dark substance.

A DC 12 Intelligence (Investigation) check identifies the substance as ink.

It requires a DC 8 Dexterity check with thieves’ tools to open the lock. Upon opening the lock, the target must make a DC 10 Dexterity saving throw or be stuck by the needle, taking 1 hp of piercing damage. The area around the puncture immediately turns a dark purple. This is just ink, and has no effect. It takes 1d4 weeks for it to disappear on its own.

The needle can be removed with a DC 8 Dexterity check. Using thieves’ tools grants advantage.

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Cannonball Alcove


An alcove has a depression filled with shiny dust.

Mechanical Trap

 

If the dust is removed, it activates a pressure plate the causes a cannonball to drop from above.

A DC 10 Intelligence (Investigation) check identifies the dust as diamond dust.

When the dust is moved, it reveals a pressure plate that activates. A cannonball falls from the top of the alcove. The target must make a DC 12 Dexterity saving throw or take 1d6 bludgeoning damage. The target also has disadvantage on all Dexterity based rolls until the damage from the cannonball is healed either magically or otherwise.

The dust can be removed with a DC 14 Dexterity (Sleight of Hand) check without triggering the pressure plate.

The hole above the dust where the cannonball falls can be blocked with a DC 12 Dexterity check with thieves’ tools, if material and tools are available, at least 1 inch thick of wood or 1/16 inch metal.

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Flint Wheel


A metal hatch with a wheel is in the wall.

Mechanical Trap

 

The hatch has a small gas jet and flint installed on the inside of the hatch.

A  DC 10 Intelligence (Investigation) reveals that the stone around the hatch is made from flint.

When the wheel is turned 8 times, the hatch opens. While turning the wheel, a DC 16 Wisdom (Perception) check detects the faint smell of gas coming from the hatch.

When the hatch is opened, it scrapes against the flint, causing a spark that ignites the gas. All targets within 30′ of the hatch take 6d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. Also, the first target in a 20′ line in front of the hatch must also make a DC 16 Dexterity saving throw or take 4d6 bludgeoning damage from the hatch, as it is blown off.

The gas valve can be disabled by pinching off the feed line inside the wheel. This requires a DC 16 Dexterity check with thieves’ tools. Failure causes the line to rupture. This adds 2d6 to the fire damage when the hatch is opened.

The hatch opening around the sides can also be carefully covered with thin cloth or a similar substance with a successful DC 18 Dexterity check with thieves’ tools. Failure results in the trap going off if the hatch is opened.

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

Garderobe Hatch


A thick stone hatch has been installed in the ceiling.

Mechanical Trap

 

This hatch is used to empty the garderobe above. It has not been opened for some time.

A DC 8 Wisdom (Perception) check detects the faint smell of sewage from above.

A DC 12 Intelligence (Investigation) check detects that the stone plug has been lined with some kind of material that acts as a waterproof seal.

The hatch can be opened by spinning the wheel on it until it clicks twice, then it falls open. However, when this happens, raw sewage pours into the room. All targets in a 20′ circle under the hatch must make a DC 16 Dexterity saving throw. On a failure, they are covered in sewage. They must make a DC 11 Constitution saving throw. On a failure, they contract sewer plague. Also, on a success or failure, the target becomes poisoined until they spend at least 5 minutes with 1 gallon of water to clean up.

The first click sets up the hatch to be opened from the garderobe above. Once this first click happens, a wheel can be turned in the garderobe above to open the hatch safely.

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Bear Trap Under Rug


A thin rug runs the length of the hallway.

Mechanical Trap

 

Hidden under the rug in a hold in the floor is a bear trap.

A DC 12 Wisdom (Perception) check detects a small indentation i the middle of the rug. 

When a target walks on the middle of the rug, they must make a DC 12 Dexterity saving throw. On a failure, they take 2d6 bludgeoning and piercing damage as the bear trap closes on their leg. They are also restrained.

It requires a DC 14 Strength check to open the trap, or a DC 12 Dexterity check with thieves’ tools. Failure on either causes an additional 1d6 damage.

Once spotted, the trap is easily avoided.

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Coconuts


A bamboo door is here, with gaps between the bamboo shoots.

Mechanical Trap

 

Two coconuts hanging from ropes are hidden in the thatched ceiling. They swing down when the door is opened.

A DC 12 Wisdom (Perception) check detects two coconuts in the ceiling, tied to ropes that are attached to the door.

A DC 12 Intelligence (Investigation) check reveals through the gaps in the door what must be the room of a goblin or similar creature.

When the door is opened, any target of size Medium or larger must make a DC 12 Dexterity saving throw, or get hit by two swinging coconuts. This causes 1d4 bludgeoning damage, and the target is stunned for 1 round.

The ropes to the coconuts are easily cut. The target can also duck low when opening the door, and the coconuts will swing harmlessly overhead.

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Rope Snare on Top of Stairs


A thick hemp rug is at the top of the stairs on a small landing.

Mechanical Trap

 

A rope circle is hidden in plain sight on top of the rug. When stepped on, it snares the target and pulls them off the stair landing.

A DC 10 Wisdom (Perception) check spots the rope on the rug.

When the rug is stepped on, the target must make a DC 12 Dexterity saving throw. On a failure, they become restrained by the rope as it pulls them off the side of the landing. They smack against a wall, taking 1d6 bludgeoning damage, and are then left hanging by one leg, upside-down, 30 feet in the air and 20 feet from the landing.

The rope can be easily avoided, cut or otherwise set off without ensaring the target if detected.

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Razor Stair


Smooth metal stairs head down.

Mechanical Trap

 

One of the stairs has a very sharp front edge, and moves forward when the stair below is stepped on.

A DC 14 Wisdom (Perception) check detects slight worn marks on the side of one stair and also that the front edge is very sharp.

When the stair beyond this one is stepped on, this stair shoots out and back very quickly. The target must make a DC 14 Dexterity saving throw. On a failure they take 3d6 slashing damage. On a failure of more than 5 they also fall, taking 1d6 bludgeoning damage.

The stair can be disabled by cutting small wires around it. This requires a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap, but only affects the target if they are disarming the stair from below, not from above.

The activating stair can also be avoided with a DC 5 Dexterity (Acrobatics) check. Failure sets off the trap.

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Cut Out Stair


An ornate runner runs the length of the stairs.

Mechanical Trap

 

One of the stairs is missing under the runner, and instead filled with spikes.

A DC 12 Wisdom (Perception) check detects that the runner does not lay flush on one stair like the rest.

When a target steps on the missing stair, they must make a DC 12 Dexterity saving throw. On a failure, they take 1d6 piercing damage, and fall down the stairs, taking 2d6 bludgeoning damage.

The stair can be easily avoided with a DC 5 Dexterity (Acrobatics) check to step over it. Failure, however, results in falling as above.

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