The Brass-Ribbed Grinder-Gallery
A 40 foot long hallway lined with tarnished brass panels and heavy, grease-slicked gears. The floor consists of large metal plates that vibrate with the hum of ancient, subterranean engines.
The Brass-Ribbed Grinder-Gallery
Defenses
Detection
“The walls are honeycombed with vertical slots. At the center of the ceiling, a large crystalline eye glows with a dim, rhythmic amber light that pulses like a heartbeat.”
Standard Engagement
The trap activates if a creature larger than Tiny steps onto a floor plate or if the crystalline eye detects a light source brighter than a candle.
The hazard acts on Initiative 20 and Initiative 10. On Initiative 20: Pendulum scythes swing from the wall slots. Each creature in the hallway must make a DC 15 Dexterity saving throw, taking 11 (2d10) slashing damage on a failure, or half as much on a success. On Initiative 10: The floor plates shift and tilt. Each creature must make a DC 14 Strength saving throw or be knocked prone and moved 10 feet toward the center of the hallway.
The trap enters a standby mode 1 minute after no creatures are detected within the gallery.
Blades of tempered bronze sweep across the hallway at chest height.
The floor plates move in a wave-like motion, attempting to trip and disorient intruders.
For every round the trap remains active, the DC for the Dexterity saving throw increases by 1 (to a maximum of DC 18) as the gears spin faster.
The hallway is considered Difficult Terrain while the floor is shifting.
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