Ad placeholder
Proximity Explosive
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2024-11-22. If multiple days have passed since, this template should be removed. |
A Proximimty Explosive is a unique type of Trap that might be encountered in the Zhentarim Hideout in the Act One of the game.
A Proximity Explosive is a mechanism, a unique type of a Blast Mine, planted on the surfaces inside the huge cave under Waukeen's Rest that is used by the Zhentarim as a base for operations in the Risen Road region. There are several such devices placed in the plain sight in the hideout along wooden bridges that connect the stone cliffs. These mines might be encountered if the player chooses to explore the hideout while following the course of the quest.
Proximity Explosives are already set and ready by the moment the party reaches the hideout. However, the further outcome might be variable. Should the party convince Zarys (the first-in-command of the local Zhentarim) to let them proceed into the hideout peacefully, the Proximity Explosives will stay inactive (glowing orange).
All these mines are connected in a system that is turned on by a button at the far end of the hideout X: 292 Y: -181, placed also in the plain sight.
Once armed, a Proximity Explosive detects anything that comes close to it (be it a party member, an NPC, an animal, etc.) If there is nobody around, the mine by default glows green. When anything approaches it, the mine changes its color first to yellow (at about 1.5 m) and then to red (immediately adjacent). If the Proximity Explosive is still glowing red at the start of Environmental turn, it explodes, dealing 2d6Fire to all nearby creatures and objects.
As with other explosive types of traps, triggering the Proximity Explosive might destroy nearby objects that could have been useful - the first to suffer are the wooden bridges these mines are placed on.
A Proximity Explosive can be disarmed with the help of skill, but the character must have a Trap Disarm Toolkit in their inventory. Difficulty Class requirement is a DC 10 Sleight of Hand check roll.
Also, using the arming button mentioned above for the second time renders the whole system inactive again.
After disarming, a Proximity Explosive will be depicted as a bunch of inactive pieces of its shell.