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Stunner Vent
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A Stunner Vent is a unique type of Trap that might be encountered on the rooftop of the Wyrm's Rock Fortress in the Act Three of the game.
A Stunner Vent is a hidden mechanism, a unique type of Vent, installed in the fortress by Enver Gortash, presumably as a means of personal defense. There are several such vents located at the fortress rooftop, planted around Gortash's office. These vents might be encountered if the player chooses to oppose Gortash (either thwarting his plans to bring the city of Baldur's Gate to heel or breaking previously forged alliance with him).
Once triggered, a Stunner Vent first works as a Blast Mine, dealing 2d6Fire via Explosion to the party member who touched it, and then makes them for 3 turns. To evade the latter, the character must succeed a Constitution saving throw against DC 15.
A Stunner Vent can be spotted with a DC 15 Perception check check and 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.
After disarming, a Stunner Vent will be depictured all the same, but rendered inactive further on.