Posts Tagged With: mechanical

Razor Shingles


 

The ceramic shingles on this roof have been sharpened.

Mechanical Trap

Several of the shingles are not attached to the roof, making it a hazardous area to walk.

A DC 14 Intelligence (Investigation) check reveals that several tiles are not quite aligned with the rest of the tiles.

There is a 20% chance each time the target moves on the roof that they will step on a loose tile. When this occurs, the target must make a DC 12 Dexterity saving throw or slip and fall, causing them to slide down the roof. The target slides 10 feet per round, and at the beginning of their turn, they may make a DC 14 Dexterity (Acrobatics) check to stop themselves. Every time they slide, they take 2d6 slashing damage from the tiles. Of course, if the do not stop themselves before reaching the edge of the roof, they will also take falling damage when they fall.

The loose tiles, if spotted, can be avoided with a DC 10 Dexterity (Acrobatics) check made on each movement action.

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Sticky Boards


 

This house has several large windows, each with a wide sill.

Mechanical Trap

All the window sills have an extremely sticky substance covering them.

A DC 14 Wisdom (Perception) check notes that the window sills glisten slightly.

If the sills are touched, the target must make a DC 14 Dexterity saving throw or become stuck. If the target is climbing, on a successful save, they must make a 2nd successful DC 12 Dexterity saving throw or fall.

The sticky substance quickly permeates normal gloves. Once stuck, the only was to get unstuck is to use a universal solvent, or fire. If the glue is burned off, it causes 1d6 fire damage.

The glue can be neutralized by covering it with a porous substance at least 1/2″ thick. It can also be burned.

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Magnetic Lock


 

The door ahead is locked.

Mechanical Trap

The lock contains a magnet, which is shielded by the locking mechanism.

While the magnet is in the lock, any attempts to pick the lock with regular thieves’ tools are at disadvantage. Magical thieves’ tools are not affected.

Once the lock is opened, the target must make a DC 14 Dexterity saving throw, or the tools get stuck in the lock and cannot be removed without breaking them.

A DC 14 Wisdom (Perception) check notes very small pins in the back of the lock that can be removed with a DC 16 Dexterity check with thieves’ tools. Once opened, a small compartment containing a magnet is found. If the magnet is removed, the tools can be retrieved. If it is removed before the lock is picked, the check is no longer at disadvantage.

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Turnstile Door


 

A turnstile door is ahead.

Mechanical Trap

When the door is rotated, the bars extend, striking the target.

A DC 12 Wisdom (Perception) check reveals seams in the middle of all the bars on the turnstile.

A DC 12 Intelligence (Investigation) check reveals that the bars are extendable.

When a target turns the door, the bars quickly extend. The target must make a DC 14 Dexterity check or take 2d6 bludgeoning damage.

The trap can be disarmed with a small lever at the base. This requires a DC 14 Wisdom (Perception) check to find.

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Lava Tube Chest


 

A heavy iron chest is chained shut.

Mechanical Trap

The chest caps off a lava tube. If opened, the lava pours out.

A DC 5 Wisdom (Perception) check notes that the chest is slightly warm to the touch. A DC 10 Intelligence (Investigation) check reveals that it is warmer on the very bottom and the top of the lid.

The chest can be unlocked with a DC 16 Dexterity check with thieves’ tools. Or, the chains can be broken. They are AC 15 and 20 hp.

When the chest is opened, lava spurts out. All targets within 30′ take 6d6 fire damage, with a DC 16 Dexterity saving throw halving the damage.

Once opened, the lava fills the room at the rate of 1 foot per round. Any target that moves through the lava takes 1d6 fire damage, and any target that starts their turn in the lava takes 2d6 fire damage.

The lid may be closed and latched with a DC 12 Strength check. Another character will have to close the latch to secure it, which requires a DC 12 Dexterity (Sleight of Hand) check. If the lid is not secured, it will re-open once the character holding it shut leaves.

The sconces are all gas-fed, but the lines are old. Opening any of the doors causes a rupture.

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Old Gas Lighting


 

Flames flicker from sconces on the wall in this many-doored hallway.

Mechanical Trap

The sconces are all gas-fed, but the lines are old. Opening any of the doors causes a rupture.

A DC 14 Wisdom (Perception) check notes crumbling mortar, exposing corroded metal pipes.

A DC 14 Intelligence (Investigation) check determines that these pipes feed fuel to the sconces, and are likely defective.

If a door is opened, a nearby pipe ruptures. 1 round later, the hallway explodes in a ball of flame. All targets in the hallway take 8d6 fire damage, with a DC 14 Dexterity save halving the damage.

If the pipes are noted, the trap can be easily disarmed by extinguishing all flames in the hallway, including any carried by the party.

The end of the corridor has a secret door. If opened, the guardians swing their axes at the target.

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Secret Door Guardian


 

Two statues of guards holding axes stand at the end of the corridor.

Mechanical Trap

The end of the corridor has a secret door. If opened, the guardians swing their axes at the target.

A DC 14 Wisdom (Perception) check spots the secret door.

A DC 16 Wisdom (Perception) check notes that on each statue, the axe arm has a seam at the shoulder.

When the secret door is opened, the target takes 2 separate +8 melee attack for 1d8+3 damage from the axes.

The trap can be disabled either by disabling the shoulder joints of the statues, or by removing the axes.

Disabling the shoulder joints requires a DC 14 Dexterity check with thieves’ tools.

Removing the axes requires a DC 14 Strength check.

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Electric Lock


 

The chest is secured by an oversize padlock.

Mechanical Trap

The padlock contains a small battery that discharges when metal touches the tumblers.

A DC 12 Wisdom (Perception) check reveals that the keyhole is larger than normal. If examined closely, small wires can be seen inside the keyhole attached to the tumblers.

When a target picks the lock or inserts a metal key, they take 4d8 electricity damage, with a DC 14 Constitution saving throw halving the damage.

The wires inside can be cut with a DC 18 Dexterity check with thieves’ tools. Failure sets off the trap.

The lock can also be disarmed using ceramic or other non-metallic tools or keys without a check.

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Bucket of Paint


 

The hovel barely looks like it can stand on its own.

Mechanical Trap

The main door has a bucket of paint above it that dumps down on intruders.

A DC 14 Wisdom (Perception) check notes a large shadow above the door.

When the door is opened, the bucket spills. The target must make a DC 12 Dexterity saving throw or get covered in brightly colored paint. On a success, the target is merely splashed. Those within 5 feet must also make the saving throw, or become splashed.

If the door is struck, the bucket can be knocked loose. Removing the bucket without causing the paint to spill requires a DC 16 Dexterity (Sleight of Hand) check. On a failure, the paint spills al over the door and the target.

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Narrow Corridor


 

The corridor is very narrow and will be a tight squeeze.

Mechanical Trap

A pressure plate in the middle of the hall causes dozens of little hooks to protrude from the walls, making progress very difficult.

A DC 14 Wisdom (Perception) check reveals several small indentations in the walls as well as a rectangular indentation in the middle of the floor.

The indentations purpose can be discovered with a DC 12 Intelligence (Investigation) check. Each wall indentation has a small barbed hook flush with the wall. The floor indentation appears to be a pressure plate.

If the plate is stepped on, all the hooks protrude into the hallway. Medium-sized or larger creatures that move through the hall take 1d4 slashing damage each time they move, and must make a DC 12 Dexterity (Acrobatics) check to move more than 5 feet, where they get stuck on hooks. It requires either a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength check as an action to free oneself. If the Strength check is used, the target takes an additional 1d4 slashing damage.

Each hook can be easily pulled out of the wall. There are 12d12 hooks in the wall. The pressure plate can also be disabled with a successful DC 12 Dexterity check with thieves’ tools. Failure by more than 5 sets off the trap.

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