Posts Tagged With: mechanical

Inflatable Path


 

A narrow path winds along the cliff’s edge.

Mechanical Trap

The path has been overlaid with sheeps bladders that rapidly inflate when triggered.

A DC 14 Intelligence (Nature) check reveals that a 10 foot section of the path seems to have been recently covered with fresh rocks.

A DC 10 Wisdom (Perception) check reveals a small cave ahead, partially covered by a bush.

If a target steps on the path 5 feet into the 10 foot section, the path inflates rapidly. Any targets within 5 feet must make a DC 13 Dexterity saving throw or fall off the cliff, taking 6d6 falling damage.

If the path is checked, the sheepskin can be discovered after 1 round.

If the cave is checked, a DC 16 Wisdom (Perception) check reveals a small tube running into the cave from outside. This leads to a bellows system 20 feet in the cave.

The trap can be disabled easily by avoiding the bladder and entering the cave. The tube can be severed.

It can also be disabled by puncturing the bladder several times. It requires a DC 14 Dexterity check to poke a hole. 1d4+3 holes must be punctured. Failure on this check by more than 5 sets off the trap.

 

 

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

Pane


 

The wall is a large, single pane of glass. Treasures can be seen within.

Mechanical Trap

The pane of glass is rigged to fall if examined.

A DC 14 Perception (Wisdom) check reveals that the edges of the glass are perfectly flush with the frame.

A DC 14 Intelligence (Investigation) shows that there is nothing supporting the glass on this side.

If the glass is touched in any way, it falls forward. All targets within 10 feet of the glass must make a DC 12 Dexterity saving throw or take 6d6 slashing and piercing damage. Those that succeed take 1d6 slashing and piercing damage.

A successful DC 12 Intelligence (Investigation) check is required to figure out how to brace the glass. It can then be braced with a successful DC 12 Dexterity check. Failure by 5 or more results in the glass falling.

 

 

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Chopping Armoire


 

An armoire sits in the corner.

Mechanical Trap

An axe is spring loaded inside the main part of the armoire and chops down when the doors or drawers are opened.

A DC 14 Perception (Wisdom) check reveals some visible springs attached to the inside of the top doors. A DC 14 Intelligence (Investigation) check shows that these springs are coiled and holding the door shut.

When the doors or a drawer is opened, the doors spring open, and an axe chops down. The axe make a +4 melee attack for 1d8 slashing damage.

The springs inside the doors can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by more than 5 sets off the trap.

 

 

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Spiral Slicing Stairs


 

A spiral metal staircase leads upwards.

Mechanical Trap

The staircase deploys blades and starts to spin when activated.

A DC 14 Wisdom (Perception) check reveals several small openings in the central pole of the staircase. Closer inspection with a DC 14 Intelligence (Investigation) check allows the target to discover that each opening contains a blade. One of the openings seems to contain a spring attached to one of the stairs.

A DC 16 Wisdom (Perception) check reveals a small, circular wear pattern at the top and bottom of the pole. Further investigation via a DC 16 Intelligence (Investigation) check reveals that the pole goes down into a gear in the floor.

If the stair is depressed, the center pole begins to spin as the blades deploy. All targets on the staircase must make a DC 10 Dexterity saving throw or be thrown from the staircase, taking 2d6 bludgeoning damage.

Those that stay on the staircase suffer a +8 melee attack each round for 3d6 slashing damage from the blades.

Moving on the staircase is at half speed, and requires a successful DC 10 Dexterity (Acrobatics) check. Failure results in being thrown from the staircase as above.

The stair can be disabled with a successful DC 14 Dexterity check with thieves’ tools. Failure results in triggering the trap.

The pole can be disabled with a successful DC 16 Dexterity check with thieves’ tools to jam the gears. If the gears are jammed, the blades will still be deployed. At deployment, targets on the stairs will be subjected to a +2 melee attack for 1d6 slashing damage. Moving up the stairs with the blades deployed requires a successful DC 14 Dexterity (Acrobatics) check. Failure results in 1d6 slashing damage.

Each blade can be disabled with a DC 12 Dexterity check with thieves’ tools. Failure results in a +2 melee attack for 1d4 slashing damage.

 

 

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Fireman Pole


 

A metal pole leads down through a hole into the darkness.

Mechanical Trap

The pole goes down 40 feet. About 30 feet down, the surface of the pole begins to resemble a cheese grater.

A DC 16 Wisdom (Perception) check reveals some discoloration about 30 feet down the pole. A followup DC 14 Intelligence (Investigation) check shows that the discoloration is due to sharp protrusions.

It takes one round to slide down the pole and can be done with a DC 5 Strength (Athletics) check. When the target gets close to the sharp part of the pole, if they haven’t already seen it, they can detect the sharp surface with a DC 12 Wisdom (Perception) check. It requires a successful DC 12 Strength (Athletics) check to stop downward motion. After that, it requires a successful DC 14 Dexterity (Acrobatics) check to carefully move past.

If the sharp part is not detected, or if the target chooses to not slow down, when they hit the sharp part, the target takes 4d4+4 slashing damage, with a DC 14 Dexterity saving throw halving this damage. On a failed save, the target is also at disadvantage on all Dexterity based rolls until the damage from the pole is healed.

 

 

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Heavy Door


 

The large iron door has a small window in it. A chest can be seen in the small room beyond.

Mechanical Trap

The hinges have been detached from the wall. When the door is pulled open, it falls.

A DC 13 Wisdom (Perception) check reveals small piles of rock chips at the base of the door, on one side.

A DC 13 Intelligence (Investigation) check shows that the screws in the hinges are just loosely placed in the holes.

If the door is pulled open, the target must make a DC 12 Dexterity saving throw or the door will fall on them. This causes 1d6 bludgeoning damage, and also gives them the restrained condition until the target or another character makes a successful DC 12 Strength (Athletics) check to lift the door away.

The door can be pulled open from the side to avoid the trap. Also, A DC 12 Dexterity check with thieves’ tools can secure the hinges.

 

 

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Sharpsichord


 

A harpsichord is in the corner of the room.

Mechanical Trap

The lid over the keys slams down if played. It has a razor installed on its edge. The keys are each made of silver.

A DC 12 Wisdom (Perception) check reveals that the edge of the keyboard lid is edged with a sharp razor.

A DC 14 Wisdom (Perception) check reveals springs at the base of the keyboard lid.

If any keys are pressed or disturbed, the lid slams down. The target must make a DC 16 Dexterity saving throw or take 2d6 slashing damage and gain the poisoned condition until any magical healing is applied.

The springs can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by more than 5 sets off the trap.

Alternatively, the lid can be destroyed. If the lid is destroyed, a DC 16 Dexterity (Acrobatics) check must be made or the keys will be damaged. Damaging the keys reduces their value by 50%.

The keys are each worth 20gp. There are 60 keys.

 

 

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Paint Spray


 

A small wooden door allows entry to the back of the warehouse.

Mechanical Trap

A paint sprayer sprays anyone that opens the door.

A DC 12 Wisdom (Perception) check reveals some stray paint on the door. A followup DC 12 Intelligence (Investigation) checks reveals that the paint looks like the result of overspray from the doorframe.

When the door is opened, the target is covered in paint that sprays from nozzles in the doorframe. A DC 14 Dexterity saving throw merely means that the target is hit only by overspray. Also, anyone within 5′ of the target must make a DC 12 Dexterity saving throw or also be hit by overspray.

Targets hit by overspray can spend 1d4+1 rounds cleaning off the paint. If hit full force, it requires a bath and a change of clothes, or several hours of cleaning work on armor to remove the paint.

A DC 12 Intelligence (Investigation) check shows that the nozzles can be plugged or redirected. This requires a DC 12 Dexterity check with thieves’ tools.

The trigger mechanism can also be severed with a DC 14 Dexterity check with thieves’ tools. However, failure by more than 5 triggers the trap.

 

 

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Splintering Door


 

This old wooden door is splintering.

Mechanical Trap

Several of the splinters have been coated in poison.

A DC 12 Wisdom (Perception) check reveals that several of the splinters’ ends have been moistened. A DC 14 Intelligence (Investigation) check shows that the wet substance is poison.

The door is locked and requires a DC 12 Dexterity check with thieves’ tools to open.

Any attempt to pick the lock or open the door requires a successful DC 14 Dexterity (Acrobatics) check to avoid the splinters. On a failed check, the target must make a DC 12 Constitution save or gain the poisoned condition.

The poisoned condition can only be removed with a long rest.

The splinters can be removed by spending 2d4 rounds clearing them away with an axe, sword or similar object. If removed by hand, each round spent clearing requires a successful DC 14 Dexterity (Acrobatics) check or the target gets poisoned.

 

 

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Rolling Tiles


 

The floor is made up of marble tiles.

Mechanical Trap

A few of the tiles rotate when stepped on.

A DC 12 Wisdom (Perception) check reveals that a few tiles are tilted slightly.

When a target steps on one of the tiles, the target must make a DC 12 Dexterity saving throw or twist an ankle. This stops movement and makes all terrain difficult terrain for the target. Also, all Dexterity based rolls are at disadvantage. This condition can be removed with any healing, or with a successful DC 15 Medicine check and a short rest.

If the tiles are identified, they can be easily avoided.  Or, a successful DC 12 Dexterity check with thieves’ tools disarms each tile.

 

 

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