Arc Foundry Trap (CR 4)

Type Mechanical; Notice Perception DC 0; Disable Disable Device DC 20

EFFECTS

Trigger location; Reset automatic reset

Effect 20-foot-deep pit (2d6 falling damage); DC 20 Reflex avoids. Climbing out requires a DC 20 Climb check.

If a creature falls into the arc foundry and does not exit by the end of its turn, the arc foundry heats up, dealing 3d6 points of fire damage per round (DC 20 Fortitude half ). The arc foundry’s heat induction effect is especially harmful to unattended metal objects and metallic constructs, ignoring their hardness.

Section 15: Copyright Notice

Eastern Journey Adventures © 2022, Legendary Games; Author Jim Groves, Matt Goodall, and Jason Nelson.

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