Test of Tactics.json 4.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243
  1. {
  2. "breadcrumbs_spa": [],
  3. "category": "hazard",
  4. "complexity": "Simple",
  5. "disable": "Thievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic.",
  6. "exclude_from_search": false,
  7. "hazard_type": "Trap",
  8. "id": "hazard-288",
  9. "level": 13,
  10. "markdown": "<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Test of Tactics](/Hazards.aspx?ID=288)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nObscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (expert)\r\n\r\n**Disable**\r\nThievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, counteract DC 31) to counteract the trap's magic.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Conjure Daemon** <actions string=\"Reaction\" /> **Trigger** A creature moves past the bend in the middle of the hall; **Effect** A pair of derghodaemons rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area.\n\n---\r\n**Reset**\r\nIf at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.",
  11. "name": "Test of Tactics",
  12. "rarity": "common",
  13. "release_date": "2022-10-26",
  14. "reset": "If at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.",
  15. "resistance": {},
  16. "search_markdown": "<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nObscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.\r\n</summary>",
  17. "source": [
  18. "Kingmaker Adventure Path"
  19. ],
  20. "source_raw": [
  21. "Kingmaker Adventure Path pg. 324"
  22. ],
  23. "source_category": "Adventure Paths",
  24. "source_group": "Kingmaker",
  25. "source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>",
  26. "speed": {},
  27. "stealth": "DC 37 (expert)",
  28. "summary": "Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.",
  29. "summary_markdown": "Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.",
  30. "text": " Test of Tactics Source Kingmaker Adventure Path pg. 324 Complexity Simple Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway. --- Stealth DC 37 (expert) Disable Thievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic. Conjure Daemon Reaction Trigger A creature moves past the bend in the middle of the hall; Effect A pair of derghodaemons rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area. --- Reset If at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.",
  31. "trait": [
  32. "Mechanical",
  33. "Trap"
  34. ],
  35. "trait_markdown": "[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)",
  36. "trait_raw": [
  37. "Mechanical",
  38. "Trap"
  39. ],
  40. "type": "Hazard",
  41. "url": "/Hazards.aspx?ID=288",
  42. "weakness": {}
  43. }