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Dawnbreaker
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A Dawnbreaker is a unique type of Trap that might be encountered in the Crèche Y'llek in Act One and/or Act Two of the game.
A Dawnbreaker is an elaborate-looking defensive mechanism standing in the plain sight in the beginning of the Secret Chamber, that can be entered only from the Inquisitor's Chamber of the Crèche Y'llek. There are two Dawnbreakers planted separately in the neighboring parts of the passage, divided by energy barriers.
Upon approaching close to the Dawnbreaker a Turn-based mode is started automatically, with the trap (like any other part of environment) always having minimal initiative, which gives the party a chance to outmake it.
At its turn, the Dawnbreaker attacks once with a unique spell, Break of Dawn, which deals 1d6Radiant damage to all targets in its conical area of impact, possibly making them fall Prone and then pushing away within 20 m.
Nevertheless the quite modest damage, the latter effect near guarantee the death of any party member, because on the opposite side of the corridor there is a Chasm area, and the push-back ability of the trap literally shoves the characters down into it. Killed thus party members appear nearby as the Soul Echoes and might be looted or resurrected through the use of Scrolls of Revivify, or at camp by Withers.
However, disarming the Dawnbreaker might occur crucial to further proceeding deeper into the Secret Chamber. Its conical area of impact lies immediately adjacent to both ends of the guarded part of the corridor, and an attempt to walk the trap around may prove to be much more troublesome task compared to trying to gently side-crouch close-by and disarm it.
A Dawnbreaker 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 14 Sleight of Hand check roll.
After disarming, a Dawnbreaker will be depictured as a bunch of inactive metal pieces and crystal shards.