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Shock Lock

th tier (
Challenge
DC
Area
(less than 1 hour)

A locked wooden door has a copper lock.

Attempting to pick the lock with thieves’ tools triggers Critical Failure. Any other method of opening the lock results in a Success. (As is the case with most locks, there is a decent chance the key is somewhere nearby!)

Exploration. An Engineering or Investigation check reveals that the keyhole is large enough to contain a trap. A Perception check or an examination of the floor reveals a drop of dried blood on the floor near the lock.

Lock. A creature can make an Investigation or thieves’ tools check to probe the lock for traps. This check is made with advantage . On a success, the creature identifies the trap and makes Dexterity checks to disable the trap with advantage. Failing the check triggers a Critical Failure.

The lock can be smashed with a DC 19 Strength check or by attacking it (AC 19, 20 hit points, immunity to poison and psychic damage).

Protection. A character wearing gauntlets is immune to the trap’s damage but has disadvantage on Dexterity checks to pick the lock.

Spell Solve. Knock unlocks the door but does not disable the trap.

Possible Solutions
  • A creature can make a thieves’ tools check to disable the trap.

Potential Outcomes

Critical Failure. The creature’s lockpick touches an electrically charged filament. The triggering creature makes a Constitution saving throw , taking 27 (5d10) lightning damage on a failure or half damage on a success. Also on a failure, lightning arcs to each other creature within 15 feet of the triggering creature. Each other creature makes a Constitution saving throw, taking 27 (5d10) lightning damage on a failure or half damage on a success. The trap is then deactivated until a crank on the opposite side of the door is turned, recharging the filament.

Failure. As a Critical Failure, except the lightning doesn’t arc to additional creatures.

Success. The trap is disabled.

Critical Success. The trap is disabled, and the door is unlocked.