Elemental Crucible Basin
The Elemental Crucible is an alchemical ward disguised as a ceremonial basin. It converts a trespasser's movement into a violent burst of elemental force, choosing the reagent that best counters the intruder's apparent approach. The effect is brief, spectacular, and dangerous in the confined spaces of a ruin.
Elemental Crucible Basin
Defenses
Detection
“A waist-high stone basin sits in the center of a collapsed ritual chamber. Its inner surface is stained blue-white, and six thumb-sized glass ampoules are embedded around the rim. Each ampoule contains a different elemental reagent: smoking ash, floating beads of water, a spark that never fades, or a pebble that trembles in place.”
Standard Engagement
The hazard triggers when a creature crosses within 5 feet of the basin without first suppressing or disabling it. It also triggers if the basin is damaged.
The hazard has no routine before activation. When triggered, it releases its elemental detonation once and then becomes inert until it resets.
The basin resets after 24 hours if at least one ampoule remains intact. If all ampoules are removed or destroyed, it does not reset.
The basin releases a 15-foot-radius burst centered on itself. Each creature in the area must make a DC 14 Dexterity saving throw, taking 14 (4d6) elemental damage on a failed save, or half as much damage on a successful one. The damage type is determined by the active reagent: fire, cold, lightning, or thunder. A creature that fails the save also suffers the reagent's secondary effect.
Fire: The target catches fire and takes 3 (1d6) fire damage at the start of its next turn unless it or another creature uses an action to extinguish the flames. Cold: The target's speed is reduced by 10 feet until the end of its next turn. Lightning: The target cannot take reactions until the end of its next turn. Thunder: The target is pushed 10 feet directly away from the basin.
At the start of each round before the hazard triggers, roll or choose one active reagent. The active reagent determines the damage type and secondary effect of the detonation. If a character has already identified the active ampoule, the DM should use the reagent that creates the most interesting tactical complication.
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