Posts Tagged With: mechanical

Gas Lamp Room


 

Several unlit gas lamps, covered in glass globes, hang on the wall.

Mechanical Trap

Each glass globe is full of gas. When the exit door is opened, is causes a spark inside of each globe, which explodes.

A DC 12 Wisdom (Perception) check shows a thin wire running from the far door along the wall, connecting each lamp.

If the door is opened, each globe sparks. This deals 6d6 fire and 3d6 piercing damage to everyone on the room, with a DC 14 Dexterity saving throw reducing this by half. Those that fail the saving throw are also on fire. A creature on fire takes 1d6 fir damage at the start of their turn until the fire is put out. Putting out the fire requires an action.

Cutting the wire requires an action, and will disable the trap.

 

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Spiked Pits


 

The terrain is covered in looses leaves

Mechanical Trap

Several pits have been dug here. Each pit is 5 feet deep, and has crude spikes on the bottom. The pits have been filled in with loose leaves.

A DC 12 Wisdom (Perception) check will show that the leaves over a pit are slightly depressed at the top, as they have settled a bit, and that the leaf density seems a little higher than the surrounding area.

If the pits are not noticed, there is a 25% chance that during every time a creature moves, they step into a pit. A creature stepping into a pit must make a DC 14 Dexterity saving throw, or fall into the pit, taking 1d6 piercing damage, and ending movement. The creature may spend an action to free itself. If the creature does not spend an action, it takes an additional 1d4 piercing damage when it moves out of the pit.

If spotted, the pits can be easily avoided.

 

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Electric Keyhole


 

A locked armoire is in the corner.

Mechanical Trap

The inside of the lock is electrically charged. The owner uses an insulated key to open it.

A DC 16 Wisdom (Perception) check reveals a small wire inside the lock.

If the lock is picked, forced or jammed with metal, the trap is sprung. The lock requires a DC 14 Dexterity check with thieves’ tools to open. If not disabled, the creature opening the lock takes 2d6 electricity damage with a successful DC 14 Constitution saving throw halving the damage.

The trap can be disabled with a DC 18 Dexterity check with thieves’ tools. by removing the wire.

For fun, a metal key is in a desk in the room. It fits the lock, but does not turn and is not insulated; therefore it springs the trap.

 

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Blowgun Peephole


 

A small peephole is in the door.

Mechanical Trap

The peephole is actually a small blowgun. It is powered by a small air bladder that sits underneath the tile directly in front of the door.

A DC 14 Wisdom (Perception) check reveals that the tile just in front of the door is slightly raised compared to neighboring tiles.

A DC 16 Wisdom (Perception) check shows that no light comes through the peephole from the other side. Closer inspection is required to actually see that there is a small bamboo dart in the blowhole. A DC 18 Wisdom (Perception) check is required to see that the end of the dart is slightly moistened with a clear liquid.

When the door is approached and the tile stepped on, it pushes air into the door and peephole which fires the dart. The peephole is placed 5 ft above the floor and will strike anyone within 15′ of the door.

The dart is a +4 ranged attack for 1d2 damage, and the stricken creature must make a DC 14 Constitution saving throw become poisoned. After each long rest, the poisoned creature may attempt another DC 14 Constitution saving throw to end the effect. Otherwise, the effect may be ended by a protection from poison spell or similar effect.

If noticed, the door can be accessed by stepping around the tile with a successful DC 12 Dexterity (Acrobatics) check.

The peephole can be plugged with any small piece of wood, metal or cloth and requires a successful DC 12 Intelligence (Investigation) or Dexterity check.

The tile can be lifted with a successful DC 14 Dexterity check, and then punctured with any sharp object.

 

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Spiked Doorknob


 

A small door near the end of the hall likely leads to a closet or small room.

Mechanical Trap

When the doorknob is turned, several needle spikes around the circumference extend. When the doorknob is released, the spikes go back inside the doorknob.

A DC 14 Wisdom (Perception) check reveals several small holes around the circumference of the knob.

When the knob is turned, the creature must make a DC 12 Dexterity saving throw or take 1d4 piercing damage.

The trap can be disabled by blocking the holes with a DC 14 Dexterity check, or by opening the knob and disabling the inside mechanism, which requires a successful DC 12 Dexterity check with thieves’ tools.

 

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Razor Latch


 

A heavy wooden gate is here. It seems to be opened with a thumb latch.

Mechanical Trap

The thumb latch operates a razor blade on the handhold that extends when the latch is depressed.

A DC 16 Wisdom (Perception) check lets the creature grabbing the handle feel groove inside the handle. If inspected, the edge of a blade can be seen just inside the groove.

If a creature depresses the latch, the razor extends. The razor makes a +4 melee attack for 1d4 slashing damage, and the creature gains disadvantage on all Dexterity checks and attack rolls that require the use of the damaged hand. The disadvantage goes away after either a long rest, or if magical healing, such as a spell or potion, is applied to the injured creature.

If the razor attack succeeds, the gate does not open. The razor automatically resets when the latch is released.

The trap can be disabled with a DC 14 Dexterity check with thieves’ tools. It can also be circumvented by not grasping the handle.

 

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Hot Oil Under Fountain


 

A large shallow pool has a fountain in the middle. Several gold coins are also underwater near the fountain.

Mechanical Trap

An oil based heater is underneath the fountain. It keeps it warm and prevents freezing. The floor if the pool has weakened, and is in danger of collapsing.

A DC 14 Wisdom (Perception) check reveals that the water is warmer than expected. If the water is touched by exposed skin, this check automatically succeeds.

A DC 16 Wisdom (Perception) check shows that several tiles on the bottom are cracked and otherwise damaged.

When a creature sets foot in the pool and gets within 5′ of the coins, the floor partially collapses, causing water to cascade downwards into the heated oil.

All creatures within 10′ of the triggering creature must make a DC 14 Dexterity saving throw or fall into the chamber below, taking 1d6 falling damage.

The water causes the oil to explode. All creature within 60′ take 6d6 fire damage and are set on fire. A successful DC 16 Dexterity saving throw halves the damage, and does not set the creature on fire.

Creatures that are on fire take 1d6 fire damage at the beginning of their turn. The creature may spend an action to smother the fire. If water or other liquid is used, this causes the oil to further explode, as above but with a 5′ radius of effect and 1d6 damage.

The only way to disable this trap is to do extensive construction from above and below. It can be bypassed by fishing out the coins from a distance.

 

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Roller Stairs


 

A staircase leads down into the darkness.

Mechanical Trap

One of the stairs has been replaced with a cleverly disguised roller.

A DC 12 Wisdom (Perception) check reveals that the stair in question is slightly concave.

When a creature steps on the stair, they must make a DC 14 Dexterity saving throw or fall down the stairs, taking 1d6 falling damage and landing prone at the bottom of the stairs.

The roller can be disabled by wedging something into the side. This requires a DC 10 Dexterity check.

 

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Two Part Door


 

A stout wooden door blocks the way.

Mechanical Trap

The wooden door is locked and stuck, requiring force to open it. However, the lower 1 foot of the door is a separate door that is also stuck. When the door is unlocked, it attaches a pin into the lower part, so they both open together.

A DC 12 Wisdom (Perception) check will let a creature notice a hairline gap that runs across the door about a foot off the ground. Closer inspection will reveal that this part of the door is not attached to the upper part.

The door requires a DC 12 Dexterity check with thieves’ tools to unlock. It also requires a DC 12 Strength check to force open. If the door is unlocked first, the strength check is at advantage.

If the door has not been unlocked, a successful Strength check to open the door must be followed by a DC 12 Dexterity saving throw. Failure results in the creature falling prone into the next room. If the creature is aware of the lower door, they may attempt the Strength check to open the door with disadvantage to avoid having to make a saving throw for the lower part of the door.

Disabling this trap requires nails and something to attach the two door pieces together, and can be done by spending one minute to do so.

 

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Rusty Sewer Grate


 

A broken grate, big enough to crawl through, is at the base of the wall.

Mechanical Trap

The grate has been blasted open. Bits of twisted and sharp metal are exposed, but the hole is big enough to crawl through. Bits of sewage coat the exposed metal.

A DC 14 Wisdom (Perception) check will reveal that the metal is slightly slimy. A successful DC 15 Medicine or Nature check will reveal that the slime carries sewer plague.

Crawling through the opening requires a DC 12 Dexterity (Acrobatics) check for size medium creatures. Smaller creatures have advantage on the check while larger creatures have disadvantage. Failure results in 1d2 damage and the possibility of being infected, as per the sewer plague description.

Disabling this trap can be done by cleaning the metal, which requires a disposable cloth and a successful DC 12 Dexterity check. If this check fails, or if the cloth is stored on a person, that person has the possibility of being infected.

 

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