Posts Tagged With: mechanical

Poison Ivy


A small chest sits under the table.

Mechanical Trap

 

The chest has been coated with poison ivy oil.

A DC 12 Wisdom (Perception) check detects an oily sheen on the chest.

A DC 16 Intelligence (Nature) check reveals this oil to be from a plant and a likely irritant.

When the chest is opened, the target must make a DC 14 Constitution saving throw. On a failure, the target will develop a rash in 1d4 hours. This rash lasts for 1d4 days and confers disadvantage to all skill checks and Dexterity-based rolls.

This rash can be removed with a lesser restoration.

The oil can be removed by applying soap and water to the chest for 2 rounds. If gloves or a cloth are used to open the chest, it will bypass the oil with a successful DC 8 Dexterity (Sleight of Hand) check. However, these items need to be washed in soap or discarded immediately. If they are put away before being washed, the target must make the Constitution check as above.

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Gold Bauble on Vase


A golden sphere sits atop a ceramic vase.

Mechanical Trap

 

The vase is filled with poison gas, which release if the sphere is removed.

A DC 14 Wisdom (Perception) check detects a small black ring between the sphere and the vase.

A DC 14 Intelligence (Investigation) check reveals that this is probably something that creates a seal.

If the sphere is removed, the gas inside the vase leaks out. All targets within 30′ of the vase must make a DC 14 Constitution saving throw or be reduced to 0 hit points. On a success, the target loses half of their current hit points instead. The gas dissipates in 1d4 rounds after being released.

In order to remove the sphere safely, there are a few options. The sphere can be removed from a distance, but it weighs 100 pounds.

It’s also possible to leak the gas into another container, such as a wineskin by drilling a small hole in the vase and routing the gas through some kind of tubing. This requires a DC 19 Dexterity check with thieves’ tools. Failure means the gas leaks out normally.

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Acid Door


A glass door leads to the next room.

Mechanical Trap

 

The door has no easy way of opening, and is dual-paned. The interior is filled with a clear acid.

A DC 16 Wisdom (Perception) check detects that the cavity between the glass is not empty, but filled with a clear liquid.

A DC 18 Wisdom (Perception) check detects a small depression in the frame of the door.

In order to open the door, it must be slid open, which requires a DC 8 Strength check. However, once slid, the acid spills out the side. All targets within 5′ of the door take 4d4 acid damage, with a DC 14 Dexterity check halving this damage.

If the glass is broken (AC 5, hp 5) the acid spills out as well.

The depression operates a mechanism that drains and refills the acid. It requires a DC 14 Dexterity check with thieves’ tools, or a DC 16 Intelligence (Investigation) check to operate the mechanism. It takes 1 round to drain or fill.

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Trap Door Stairs


A free standing staircase goes upwards, covered in a carpet runner.

Mechanical Trap

 

The 2nd to top stair has a trap door covered by a separate piece of carpet.

The stairs are somewhat bigger than normal.

A DC 12 Wisdom (Perception) check detects that on the 2nd to last stair, the carpet is separated from the rest of the carpet.

When the 2nd to last stair is stepped on, the entire stair swings downwards. The target must make a DC 14 Dexterity saving throw or fall, taking 2d6 damage.

Since the stairs are large, it requires a DC 8 Dexterity (Acrobatics) check to step over the stair. If the target is smaller than size Medium, this check is at disadvantage. Faulure means the target steps on the stair.

The stair can also be nailed into place with a hammer and nails, and a successful DC 12 Intelligence (Investigation) check.

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Folding Ladder


A ladder has been left leaning up against the stone wall.

Mechanical Trap

 

The pins in the ladder have been removed, causing it to collapse if weight is put on it. Additionally, the pin holes are filled with a contact explosive that go off either if the pins are put back in or the ladder collapses.

A DC 12 Wisdom (Perception) check detects the missing pins. 

A DC 14 Intelligence (Investigation) check reveals the black substance inside the pinholes as a contact explosive.

If the pins are not re-inserted, once a target climbs 10 feet up the ladder it collapses. The target takes 1d6 falling damage, and must make a DC 12 Dexterity saving throw. On a failure, they take an additoinal 1d6 bludgeoning damage from the ladder. The ladder also explodes as below.

If the pins are re-inserted, the ladder explodes loudly. All targets within 15′ of the ladder take 1d6 piercing and 1d6 fire damage, with a DC 12 Dexterity saving throw halving the damage.

The explosive can be cleaned out with with a successful DC 14 Dexterity check with thieves’ tools. Failure causes an explosion.

The explosive can also be neutralized. With a successful DC 14 Intelligence (Investigation) check, the target can make an alcohol compound that neutralizes the explosive.

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Gas Lights


The room is brightly lit by several wall-mounted gas lights.

Mechanical Trap

 

The gas lights burn enough to lower the oxygen level in the room.

When the targets enter the room, they must make a DC 16 Consitution saving throw every minute. On a failure, they begin to partially asphixiate. This causes a level of exhaustion and also confers the poisoned condition on the target.

A DC 14 Intelligence (Nature) check allows a character to detect that the air in the room is somewhat stale.

The lights can be turned off via a hidden switch in the wall (DC 14 Wisdom (Perception) check).

The flames can be put out, but then the gas will just pour into the room, having the same effect. Additionally, if any open flame enters the room, the air will explodes, causing 2d6 fire damage per extinguished lamp. A DC 14 Dexterity saving throw halves this damage.

If a flame is put out, the lamp can be stuffed with cloth to close off the flow of gas into the room. This requires a successful DC 12 Dexterity check.

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Wrong Way Nails


The wooden floor here looks old.

Mechanical Trap

 

The floorboards all sink slightly when walked on, exposing the sharp nails underneath.

A DC 12 Intelligence (Investigation) check notes that there are no nails holding the boards in place. A followup DC 14 Wisdom (Perception) check finds that the boards are littered with small nail holes, that, due to the wood, have swollen shut.

When the floor is stepped on, it depresses about an inch, exposing the nails from underneath. The target must make a DC 14 Dexterity saving throw on each movement action spent on the floor. On a failure, they take 1 hp of piercing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 day.

Laying down any material at least 1 inch thick over the walking area prevents the nails from striking the target.

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Explosive Bolts


The door is barred from this side.

Mechanical Trap

 

The bolts are rigged to explode when the door is unlocked.

A DC 12 Wisdom (Perception) check detects small traces of powder next to some of the bolts. A DC 14 Intelligence (Investigation) check identifies this powder as explosive.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock. However, once unlocked, the 12 bolts on the door explode. All targets in a 15′ cone in front of the door take 12d6 piercing, bludgeoning and fire damage, with a DC 14 Dexterity saving throw halving this damage. The door is also destroyed.

The bolts must be emptied of the powder to disarm the trap. Removing the bolt requires a wrench and a DC 8 Strength check. If no wrench is available, the bolts may be removed by hand with a DC 16 Strength check at disadvantage.

When the bolt is removed, the powder falls harmlessly to the floor. Each bolt removed reduces the damage by 1d6. When all 12 bolts are removed, the door does no damage.

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Spring-Loaded Door Bar


The door is barred from this side.

Mechanical Trap

 

When the bar is lifted, powerful springs shoot it up and out.

A DC 12 Wisdom (Perception) check detects that the bar does not sit flush on the supports. Closer examination reveals the tops of two springs that the bar is resting on.

When the bar is lifted, the lifter must make a DC 14 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are stunned for 1d6 rounds.

If the bar is lifted from more than 5 feet away, it does no damage to the target.

The springs can also be disarmed with a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Stuck Glass Door


 

A stout oak door seems stuck closed.

Mechanical Trap

 

The door is a glass window with a thin veneer of oak on it to make it look like a door.

A DC 12 Intelligence (Investigation) check reveals that the wood on the door seems too thin to make a stout door and that the door hardware doesn’t actually seem to do anything.

It requires a DC 8 Strength check to force the door open. However, on a success, the wood gives way, sending the door-breaker through the glass. The target suffers a +12 melee attack for 4d6 slashing and piercing damage.

The wood can be pried off with a successful DC 12 Dexterity check with thieves’ tools. It can also be removed with a crowbar or other tool with the same check at disadvantage. Failure causes the glass to break. If the glass breaks this way, the target suffers a +4 melee attack for 1d6 slashing and piercing damage.

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