Posts Tagged With: mechanical

Gas and Blade


 

A small chest is at the end of a narrow hallway.

Mechanical Trap

 

A horizontal blade shoots out from the wall. At the same time, the area under the blade fills with poison gas.

A DC 12 Wisdom (Perception) check notes a wide seam that runs horizontally along the right wall. Small holes are places at regular intervals under it.

A DC 14 Intelligence (Investigation) check reveals a thin, long line on the opposite wall where the paint has been removed, as well as slight discoloring around the holes.

A DC 14 Wisdom (Perception) check reveals a rectangular outline in the floor, about halfway.

When the plate is stepped on, a huge blade shoots out from the right side. All targets in the hallway must make a DC 14 Dexterity check to avoid the blade. The targets may specify whether they are ducking or jumping. If jumping, the check is at disadvantage. The target takes 8d8 slashing damage on a failure, but ends up either underneath (ducking) or on top (jumping).

One the blade fires, the nozzles underneath release a greasy, black gas. At the beginning of a target’s turn, they must make a DC 16 Constitution saving throw or take 4d6 poison damage. They must also make this saving throw if the enter the gas at any time during their turn. The gas naturally dissipates in 1d4+1 rounds.

The trap can be disarmed or changed in several ways.

The pressure plate can be disabled with a successful DC 14 Dexterity check with thieves’ tools.

The blade can’t be disabled from here, but the holes can be plugged. There are 4 holes, each requiring a successful DC 14 Dexterity (Sleight of Hand) check to disable by plugging it with something, like a cloth. Each hole plugged removes a d6 from the damage.

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

Exposed Nails


 

A small crawlspace leads under the wall to the next area.

Mechanical Trap

 

The crawlspace is dark and has lots of exposed nails.

In order to avoid the nails, it requires a DC 14 Dexterity (Acrobatics) check when moving through.

A DC 12 Wisdom (Perception) check spots lots of rusty nails. If successful,  this grants advantage on the Acrobatics check.

A DC 14 Intelligence (Wisdom) check reveals that the rusty substance on the nails can cause an infection.

When a target moves through the hallway, if the Acrobatics check fails, they take 1d2 points of slashing damage and must make a DC 14 Constitution saving throw. On a failure, the wound is infected and can only be healed with a Lesser Restoration or the like.

Until healed, the target can only regain HP by magical means.

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Raised Drawbridge


 

The drawbridge that crosses the moat is raised. A large crossbow is here on a mount, pointed at a small target on the drawbridge.

Mechanical Trap

 

The drawbridge can be lowered by hitting the target. 

The target is AC 20.

A DC 12 Intelligence (Investigation) check reveals the the cross bow is aimed directly at the target, and will automatically hit it if fired.

However, unless checked with a successful DC 16 Intelligence (Investigation) check, the crossbow will break when fired. This not only causes it to miss, but also sprays shrapnel from the broken metal bow part. The target must make a DC 14 Dexterity saving throw or take 3d6 slashing and piercing damage.

The crossbow can be repaired in place with a DC 16 Dexterity check with thieves’ tools.

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Dusty Floor and Wet Floor


 

The floor in here is very dusty.

Mechanical Trap

 

The dust is dried glue, which activates when wet.

A DC 10 Intelligence (Nature) check reveals that the dust looks a little weird.

A DC 12 Intelligence (Investigation) check identifies the dust as dried glue.

The hallway to the next room is wet.

When a target walks through the dust and into the next room, the glue instantly adheres. The target must make a DC 12 Strength check to break free, or remove their shoes. If the target is not wearing shoes, they take 1d4 slashing damage when freed.

If the dust is cleaned off before stepping into the wet hallway, nothing happens. The dust can also be cleared from the room, making it safe to walk through.

A universal solvent will dissolve the glue with no damage. Acid and fire dissolve the glue, but the target takes damage. Oil grants advantage to the strength check. 

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Saw Floor


 

The wooden floor has large gaps between the planks.

Mechanical Trap

 

The gaps accommodate the saw blades that come up through the bottom.

A DC 12 Wisdom (Perception) check detects the glint of metal from between the planks.

When the far door is opened, is causes spinning sawblades to protrude 1 foot into the room and travel down the room and back. All targets in the room must make a DC 14 Dexterity saving throw or take 4d6 slashing damage.

The trap can be disarmed by pulling up the planks and disabling each saw-run. This requires a successful DC 12 Dexterity check with thieves’ tools. 

Or, the door can be searched, and with a successful DC 16 Intelligence (Investigation) check, the arming mechanism can be found and disarmed.

Failure of either sets off the trap.

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Spring Loaded Portcullis


 

A closed portcullis blocks the way.

Mechanical Trap

 

The portcullis is held in place by a lock. When released, it slams into the ceiling, causing the roof to come down.

A DC 14 Dexterity check with thieves’ tools is required to open the lock. Once opened, a lever can be pulled to raise the portcullis.

A DC 14 Intelligence (Investigation) check reveals that the lever is more like a stick shift. It can be pulled straight, or moved slightly to the right and pulled.

Pulling it straight sets off the trap.

When the trap is sprung, the portcullis flies into the ceiling, as if fired from a ballista. When it hits the top, the ceiling of the gatehouse collapses. All targets within 10′ of the portcullis (either side) must make a DC 14 Dexterity saving throw. On a failure they take 4d6 bludgeoning damage, are knocked prone and are buried in rubble.

It requires 4 DC 10 Strength checks to move enough rubble out of the way to free a character trapped in the rubble. If the trapped character is freeing themselves, these checks are at disadvantage. While trapped, the target is restrained.

The trap can be bypassed by shifting the lever to the right before pulling. This causes the portcullis to gracefully rise.

The trap can be disabled by modifying the lever mechanism. This requires a DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

The rubble effectively blocks the passage. Clearing a path requires 1d4 hours.

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Grease Jet


 

The floor slopes sharply downward

Mechanical Trap

 

A pressure plate in the floor releases a jet of grease.

A DC 12 Wisdom (Perception) check spots two dirty, greasy nozzles in the wall a few inches above the floor.

A DC 14 Wisdom (Perception) check detects that some of the grout is actually grease that outlines a 10’x10′ square.

When the 10’x10′ square is stepped on, grease shoots out from each nozzle in the wall, filling a 30’x30′ area centered on the plate with grease. All targets in the area must make a DC 14 Dexterity saving throw, or fall prone, sliding 60′ to the bottom of the hallway, taking 1d6 bludgeoning damage. Targets that move through the grease must make a DC 14 Dexterity (Acrobatics) check, or suffer the same fate.

The nozzles can be clogged with cloth or a similar item with a successful DC 14 Dexterity (Sleight of Hand) check. Each nozzle requires a separate check.

The plate can be jammed open with a successful DC 17 Dexterity check with thieves’ tools.

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Snare to Spike


 

Thick leaves cover the forest floor.

Mechanical Trap

 

Classic rope snare traps are hidden beneath trees. However, these snare traps have been made with bungy cord, and the branches above have been spiked.

A DC 14 Intelligence (Nature) check reveals that many of the leaves do not match the trees near it.

A DC 16 Wisdom (Perception) check spots rope attached to the base of the trees, and working its way up the tree, hidden under the bark.

When a target walks near a tree, they set off the snare trap. The target must make a DC 16 Dexterity saving throw or the snare restrains them, and then catapults them upwards, where they strike the spikes. The spikes deal 4d4+4 piercing damage. The target is then left dangling 10 feet above the ground.

The rope can be easily cut. It requires a DC 10 Strength (Athletics) check to cut the rope by the ensnared target. Non-ensnared characters can cut the rope with no check.

If spotted, the rope can also be cut, which disables the trap. 

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Logs


 

The hill on the side of the road is thick with underbrush and steep.

Mechanical Trap

 

A large pile of logs is hidden in the underbrush. A disguised rope across the road causes the logs to tumble into the roadway.

A DC 12 Wisdom (Perception) check detects a disguised rope set about 1 inch above the roadway. This check is at disadvantage if the spotter is mounted.

A DC 14 Intelligence (Nature) check reveals that the thick vegetation on the side of the road is dead, and is a pile, and not actually growing.

When the rope is crossed, the logs tumble into the roadway. All targets within 20′ of the rope must make a DC 12 Dexterity check or be hit by rolling logs, taking 6d6 bludgeoning damage and becoming prone.

Mounted targets have advantage on the save, but take an extra d6 bludgeoning damage from falling off of the mount if they fail.

The rope, if spotted, can be easily avoided. 

The rope can be cut and carefully moved out of the way. Doing so requires a DC 14 Dexterity saving throw, with a failure setting off the trap.

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Spring Bolt


 

A sliding bolt secures the door from this side.

Mechanical Trap

 

The bolt hides a chamber that contains a spring-loaded projectile, which is released when the bolt is slid aside.

A DC 16 Wisdom (Perception) check reveals the slight outline of the top of the chamber behind the bolt.

When a target slides the bolt aside, the first target in a 30′ line suffers a +8 ranged attack for 2d8 piercing damage.

If the outline is noticed, the bolt can be opened from the side, where the projectile will not strike anyone, as long as no one is in front of it.

A DC 16 Intelligence (Investigation) check allows one to fashion a cover for the chamber. They must have access to a thin metal plate and either nails or screws for it to work. With the cover in place, the projectile will be contained. 

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