Taffeta's Tripping Tricks Building / Landmark in World of Wonder | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Taffeta's Tripping Tricks

Founder:

  Taffeta (Taffy) Greylark is a tall, female gnome. She has long black hair that is usually wrapped in a thick braid which falls down her back. She can typically be seen wearing a red or gold dress, and has a tendency to flirt with everyone whom she believes to be interested in her. If should be noted that she believes that everyone is interested in her.  

Shop Appearance

  Taffeta's Tripping Tricks is a strange shop that operates out of the caverns and caves across Volkyr. If a cave is not available in or just outside of town, she will enchant a large tent to reflect a cave and operate out of there. She always prefers to set up her shop within natural caves.  

Standard Goods

 

Item

Effects Cost

Ball Bearings

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.

1 gp

Caltrops

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

1 gp

Caltrops of Cooling

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1d6 cold damage. The creature's movement speed is reduced by 10 for 1 minute. A creature moving through the area at half speed doesn't need to make the saving throw.

7 gp

Chain

A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check.

5 gp

Hunting Traps

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

5 gp

Manacles

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with Thieves' Tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 Hit Points.

2 gp

Spike, Iron

- 1 gp

Spike Drops

Throwing this bundle of spikes on the ground and saying the words "Spike Drop", will cause these spiked to dig a 6 ft. square ditch into the ground, leaving their pointed tips sticking up towards the opening. A creature must make a DC 10 Wisdom check to see this pit when it is unobstructed The whole can be covered with greenery or magic and DC checks should be adjusted as applicable. On a fail, the creature falls into the pit and takes 2d10 piercing damage from the spikes and 1d4 bludgeoning damage from the fall.

25 gp

Stumping Stones

As an action, you can spill these tiny stone balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 12 Dexterity saving throw or fall prone. If they fail, they also take 1d4 bludgeoning damage. A creature moving through the area at half speed doesn’t need to make the saving throw.

5 gp

Tangle Seeds

These seeds can be tossed in a 10-foot square area, and when they do, they begin to spout into weeds and vines. All creatures who are in this area when the seeds are thrown, but make a DC 12 Strength Save or be restrained by the plants. This area is then considered difficult terrain. A creature restrained by the plants can use its action to make a Strength check to free itself (DC 12). After 24 hours, the weeds and vines whither and die.

35 gp

Comments

Please Login in order to comment!