Hazards: D

16 hazards, from Daemonic Fog to Drowning Pit.

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Daemonic Fog · Dance of Death · Darkside Mirror · Dart Barrage · Death's Slumber Ward · Desperate Hunger · Dikhounae's Prayer · Dimensional Darkside Mirror · Disorienting Illusions · Distortion Mirror · Doom Of Tomorrow · Dragon Pillar · Dragonstorm · Dream Pollen Pods · Dream-Poisoned Door · Drowning Pit

Daemonic Fog

HAZARD 10

environmental magical 

Stealth DC 30 (expert)

Description The fog solidifies into tiny, gnawing creatures that devour everyone within before fading back into mist.

Disable DC 28 Survival (expert) to disrupt the fog before the hazard triggers or dispel magic (5th level; counteract DC 26) to counteract the magic.

Gnawing Fog [R] (divine, evocation) Trigger A creature crosses the cavern's midpoint (the dotted line on the map) Effect The hazard deals 9d6 piercing damage (DC 32 basic Reflex save) to the triggering creature and all other non-fiend creatures within 20 feet. A creature that critically fails the saving throw is confused for 1d4 rounds.

Reset The hazard resets over the course of an hour as the daemonic stain reenergizes the fog.

Abomination Vaults #3: Eyes of Empty Death, page 38.

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Dance of Death

HAZARD 16

complex haunt 

Stealth +32 (master)

Description An eerie orchestra compels all who hear it to dance until they collapse from exhaustion.

Disable DC 42 Intimidation (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 Performance (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 Religion (master) three times to banish the spirits with prayers

Prelude [R] (auditory, enchantment, incapacitation, occult) Trigger A creature approaches within 30 feet of the orchestra; Effect The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a

DC 41 Will save, with the following effects. Critical Success The creature is unaffected.Success The creature is flat-footed and cannot use reactions. Additionally, it must spend 1 of its actions each round dancing. Dancing is a move action that allows the creature to Stride up to half its Speed.Failure As success, except the creature must spend 2 of its actions each round dancing.Critical Failure As failure, except the creature must spend 3 of its actions each round dancing.

Routine (1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing.

Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes 10d6 damage (or double that on a critical failure) from moving faster than its body can manage.

Critical Success The creature decreases the number of actions it must spend dancing by 1.Success No effect.Failure The creature increases the actions it must spend dancing by 1.Critical Failure The creature increases the actions it must spend dancing by 2.

Reset The eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again.

Gamemastery Guide, page 81.

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Darkside Mirror

HAZARD 14

complex magical mechanical trap 

Stealth +24 (master) to notice it isn't a regular mirror.

Description A magic mirror replaces characters with evil mirror duplicates from another dimension.

Disable Thievery DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time.

AC  34; Fort +25, Ref +20

Hardness 1, HP 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive

Reflection of Evil [R] (arcane, conjuration, teleportation) Trigger A non-evil creature is reflected in the mirror. Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative.

Routine (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.

Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there.These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them.

Core Rulebook, page 528.

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Dart Barrage

HAZARD 3

complex mechanical trap 

Stealth +11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal.

Description Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.

Disable Thievery DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers.

AC  22; Fort +13, Ref +7

Hardness 10, HP 60 (BT 30) to destroy the seal and disable the trap; Immunities critical hits, object immunities, precision damage

Dart Volley [R] Trigger More than two Small or larger creatures step on the brass seal. Effect The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative.

Routine (4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room.

Ranged [>] dart +12, Damage 3d6 piercing, no multiple attack penalty; no multiple attack penalty

Reset The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.

AoE1, page 24.

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Death's Slumber Ward

HAZARD 5

complex magical trap 

Stealth +16 (expert)

Description A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber.

Disable DC 23 Religion (expert) or DC 21 Performance (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap. The trap is destroyed when all four threads are dissipated.

Breath of Grobreil [R] (divine, necromancy) Trigger A living or undead creature opens the trunk; Effect The ephemeral winds rise, sapping energy. All living and undead creatures within 60 feet must succeed at a DC 22 Will save or become slowed 1 (slowed 2 on a critical failure). The trap then rolls initiative.

Routine (4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing 4d6 damage (DC 22 basic Will save) to the creature.

A thread deals negative damage to living creatures and positive damage to undead creatures. Each thread passes through a different random creature, if possible.

Each dissipated thread reduces the trap's number of actions by 1.

Reset The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.

Quest for the Frozen Flame #1: Broken Tusk Moon, page 57.

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Desperate Hunger

HAZARD 12

haunt 

Stealth DC 35 (master) to feel an odd sense of hunger

Description A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger.

Disable DC 36 Deception (master) to convince the spirit it's no longer hungry or DC 38 Occultism (trained) to ritually feed the spirit

Desperate Meal [R] (occult, transmutation) Trigger A creature approaches within 10 feet; Effect Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing 6d10+20 piercing damage. Critical Success The creature is unaffected.Success The creature takes half damage and is sickened 1.Failure The creature takes full damage and is sickened 2.Critical Failure The creature takes double damage, is sickened 4, and takes a –10-foot status penalty to its Speeds for as long as it's sickened.

Reset 1 day

Book of the Dead, page 67.

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Dikhounae's Prayer

HAZARD 19

magical trap 

Stealth DC 40 (legendary)

Description The trapdoor's metal is infused with a deadly toxin that seeps out when the trap is triggered.

Disable DC 50 Thievery (legendary) to gum up the trapdoor's porous metal surface, DC 45 Crafting (master) to render the toxin inert, or dispel magic (9th level; counteract DC 45) to counteract the trap's magic.

AC  40; Fort +38, Ref +30

Hardness 30, HP 150 (BT 75); Immunities object immunities

Dikhounae's Prayer [R] (curse, divine, necromancy) Trigger A creature opens the door without first whispering the name Dikhounae; Effect The metal trapdoor emits toxic vapors. Each creature within 30 feet must save against a potent strain of dikhounae blight.

Dikhounae Blight (inhaled, poison, virulent) Each round, at the beginning of their turn, a creature affected by dikhounae blight must succeed at a DC 5 flat check or drop one random item they're holding Saving Throw DC 40 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 10d6 poison damage and confused (1 round)

AoE6, page 49.

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Dimensional Darkside Mirror

HAZARD 19

complex magical mechanical trap 

Stealth +37 (master) to notice it isn't a regular mirror.

Description A magic mirror replaces characters with evil mirror duplicates from another dimension.

Disable Thievery DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time.

Fort +25, Ref +20

Hardness 1, HP 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive

Reflection of Evil [R] (arcane, conjuration, teleportation) Trigger A non-evil creature is reflected in the mirror; Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative.

Routine (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.

Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them.

Fists of the Ruby Phoenix #3: King of the Mountain, page 44.

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Disorienting Illusions

HAZARD 1

illusion magical trap visual 

Stealth DC 20

Description Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion.

Disable DC 17 Crafting (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions

Disorient [R] (arcane, illusion, mental, visual) Trigger A creature enters the room; Effect Illusions cause the appearance of the room and the objects inside it to constantly warp, shift, bend, and distort for 1 minute. Each creature in the room while it's distorting must attempt a DC 17 Perception check. Critical Success The creature disbelieves the illusions and is unaffected.Success The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain.Failure The creature is fooled by the illusions. It treats the room as difficult terrain and becomes sickened 1. As long as it remains in the room, it can't reduce its sickened value below 1.Critical Failure As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls prone.

Reset 1 minute

Dark Archive, page 122.

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Distortion Mirror

HAZARD 14

magical transmutation trap 

Stealth DC 38 0 to notice the mirror

Description Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images.

Disable DC 38 Thievery (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation

AC  33; Fort +28, Ref +22

Hardness 24, HP 90 (BT 45); Immunities object immunities

Painful Transformation [R] (attack) Trigger A creature is reflected in the mirror; Effect The triggering creature's body is painfully squished, stretched, and distorted to match their reflection. The creature takes 6d10+30 force damage and must attempt a DC 39 Fortitude save. Critical Success The target is unaffected.Success The target takes half damage and is clumsy 1 and enfeebled 1 for 1 round.Failure The target takes full damage and is clumsy 2 and enfeebled 2 for 4 rounds.Critical Failure The target takes double damage and is clumsy 2 and enfeebled 2 for 1 minute. As long as the creature is clumsy or enfeebled, it additionally takes a –10-foot status penalty to its Speeds.When the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form.

Reset 1 day

Dark Archive, page 123.

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Doom Of Tomorrow

HAZARD 3

magical trap 

Stealth DC 20 (expert)

Description The sounds of devastation rise from the diorama, and a beam of shimmering energy lances outward from the tiny model of Khufaeth.

Disable DC 20 Thievery (trained) to quickly deactivate the model of Khufaeth before it triggers, or DC 23 Stealth (trained) to creep by a trap without triggering it.

AC  21; Fort +15, Ref +8

Hardness 8, HP 56 (BT 28); Immunities critical hits, object immunities, precision damage

Apocalypse Beam [R] Trigger A creature steps within 10 feet of the back of a diorama alcove; Effect The trap fires an apocalypse beam at that creature.

Ranged [>] apocalypse beam +16, Damage 2d10+13 damage (fire damage from the burning city [a], bludgeoning damage from the tsunami [b], sonic damage from the earthquake [c], mental damage from the monster [d], and negative damage from the undead uprising [e]); no multiple attack penalty

Reset Each trap resets automatically after 1 hour.

AV1, page 31.

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Dragon Pillar

HAZARD 6

rare complex magical trap 

Stealth +0 or detect magic

Perception +16 darkvision 60 feet

Recognize Ally A dragon pillar can see through its empty eye sockets, and it can recognize Moragroum and their allies. A character disguised as a Sougros can trick a dragon pillar into perceiving it as a Sougros ally by using Deception to Impersonate. A dragon pillar always uses Perception for initiative.

Description A 10-foot-tall wooden pole topped by a wooden carving of Bafela's head. Each dragon pillar's head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth.

Disable Athletics DC 26 (expert) to push the pillar over, or Thievery DC 26 (expert) on the pillar to erase the magic runes that power it, or dispel magic (4th level; counteract DC 22) to dispel the pillar's magic.

AC  24; Fort +17, Ref +8

Hardness 14, HP 56 (BT 28); Immunities critical hits, fire, object immunities, precision damage

Dragon Pillar Glance [R] Trigger The dragon pillar sees a creature within 120 feet who isn't a recognized Sougros or Sougros ally. Effect The dragon pillar makes an eye beam Strike against the triggering creature, then rolls initiative.

Routine (1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet.

Ranged [>] eye beam +20 (divine, evocation, range 120 feet), Effect The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse.,

Reset The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range.

Age of Ashes #2: Cult of Cinders, page 28.

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Dragonstorm

HAZARD 18

rare environmental magical 

Stealth +40 (legendary)

Description A massive storm stirs in the skies above Reisuk and Trairaes. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc.

Disable The dragonstorm can't be disabled—only endured. It ends only once the attack on Reisuk and Trairaes is over.

Localized Dragonstorm [R] (air) Trigger A new wave begins; Effect Roll 1d10 to determine which effect manifests from the following possibilities. The placement of these effects is guided by Bafela's will, and they should manifest in the most detrimental locations possible to the PCs.

Age of Ashes #6: Broken Promises, page 7.

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Dream Pollen Pods

HAZARD 3

complex environmental trap 

Stealth +12 (trained)

Description Four magical plants inside the wagon release hallucinogenic pollen when disturbed.

Disable Thievery DC 18 (trained) to carefully remove a pollen pod or Nature DC 18 (trained) to prevent a pod from bursting.

AC  18; Fort +9, Ref +3

Hardness 1, HP 32 (BT 16); Immunities critical hits, object immunities, precision damage

Pollen Burst [R] Trigger The wagon door is opened or the pods are disturbed; Effect A pod makes a pollen spray Strike against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative.

Routine (4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty.

Ranged [>] pollen spray +12 (range 20 feet), Damage 1d8 poison and hallucinogenic pollen; no multiple attack penalty

Hallucinogenic Pollen A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is confused for 1 round and takes a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours.

On a critical failure, the penalty is instead –4.

Reset The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset.

Extinction Curse #1: The Show Must Go On, page 12.

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Dream-Poisoned Door

HAZARD 12

magical trap 

Stealth DC 35 (master)

Description Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being.

Disable DC 30 Occultism (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 Thievery (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or dispel magic (6th level; counteract DC 30) to counteract the trap

Manifest Dream Guardians [R] (conjuration, occult) Trigger The door is opened; Effect A group of four animate dreams manifest in the area just beyond the door. These four animate dreams each appear as vaguely whale-shaped but human-sized masses of tendrils. They swim through he air and attack the intruders at once, fighting to the death and pursuing any who flee the temple.

Gatewalkers #3: Dreamers of the Nameless Spires, page 54.

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Drowning Pit

HAZARD 3

complex mechanical trap 

Stealth +10 (trained) DC 22 (expert) to notice the water spouts once the pit opens.

Description A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.

Disable Thievery DC 18 (trained) to seal each water spout,

Thievery DC 22 (trained) to open the trapdoor, or Athletics DC 22 to Force Open the trapdoor AC 19; Fort +8, Ref +5 Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage.

Pitfall [R] Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative.

Routine (4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet.

Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning.

Reset The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.

Core Rulebook, page 526.

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