18 hazards, from Echoes Of Betrayal to Eyeball Tank.
Echoes Of Betrayal · Echoes Of Faith · Ectoplasmic Grasp · Electric Latch Rune · Electrified Water Ward · Endless Elven Aging · Entombed Spirit · Entrapping Chair · Envenomed Lock · Envenomed Thorns Trap · Eternal Flame · Exhaling Portal · Exploding Statue · Exploding Stove · Explosive Barrels · Explosive Furniture Trap · Explosive Steam Trap · Eyeball Tank
HAZARD 16
Stealth DC 35 (master) to hear the quiet murmurs of angry spirits
Description Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle.
Disable Religion DC 35 (master) three times to exorcise the spirits or Diplomacy DC 39 (expert) three times to talk them down.
Confuse (emotion, fear, illusion, mental, occult) Trigger At least three creatures enter area H10. Effect The haunt takes control of all creatures in the prison, affecting them with confusion (8th level, DC 37).
Routine (1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist Strike against each creature in area H10.
Melee spectral fist +35 (magical, reach 10 feet), Damage 5d10 bludgeoning, and the creature must attempt a new DC 37 Will save against confusion if it's not already confused.
Reset After 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Ziafias (or Taivairn) comes into the prison, takes damage from the haunt, and survives the attack.
HAZARD 6
Stealth DC 24 (expert)
Description The restless spirits of clergy who once inhabited this now-defiled temple of Giatevrin remain within the sanctuary and pulpit.
Disable DC 26 Occultism (expert) to exorcise the spirits, or Deception or DC 28 Religion (trained) to imitate the Giatevrinite faith and render the haunt harmless until it resets
AC 24; Fort +13, Will +15
HP 60; Immunities critical hits, physical damage; Weaknesses positive 10
Phantom Sermon (divine, necromancy) Trigger A non-Giatevrinite creature approaches within 5 feet of the lectern; Effect A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become drained 2. On a critical failure, the creature is drained 4.
Reset The spirits return in 1d8 hours as long as any xulgaths remain in Moonstone Hall.
HAZARD 5
Stealth DC 23 (trained) to notice ectoplasm coalescing
Description A massive ectoplasmic hand forms around a creature and squeezes it.
Disable DC 24 Occultism (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 Acrobatics to move through and disrupt the coalescing ectoplasm before it takes hold
Squeeze Trigger A creature moves over the haunt's area; Effect The hand forms out of ectoplasm and squeezes the triggering creature, dealing 3d8+14 bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is immobilized (Escape DC 22).
Reset 1 day
Book of the Dead, page 66.
HAZARD 3
Stealth DC 20 (trained)
Description An invisible rune imprinted on a door latch releases a powerful electric discharge.
Disable Thievery DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune.
Electrocution (arcane, electricity, evocation) Trigger A creature grasps the door latch directly or with a tool. Effect The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).
Core Rulebook, page 523.
HAZARD 8
Stealth +18 (expert)
Description Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.
Disable DC 26 Thievery (expert), DC 28 Arcana (expert),
or DC 28 Occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.
Electrocution (arcane, electricity, evocation) Trigger A creature passes over the invisible underwater rune between the north and south doors; Effect The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative.
Routine (1 action) The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to all creatures in the room.
A creature that fails the save is slowed 1 (slowed 2 on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better.
Reset The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour.
HAZARD 17
Stealth +33 (master)
Description A haunted mural fascinates characters and swiftly drains their vitality.
Disable Occultism DC 38 (master) or Religion DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently.
AC 20; Fort +13, Ref +5
Painting Hardness 15, Painting HP 30 per square (6 squares must be destroyed to disable the haunt); Immunities critical hits, object immunities, precision damage
Lifelike Scintillation (divination, occult) Trigger A living creature examines the mural or enters the room; Effect The haunt activates and rolls initiative.
Routine (2 actions) The haunt lures creatures into area A2 using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives.
Reset The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again.
HAZARD 2
Stealth +11 (trained)
Description The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death.
Disable DC 17 Occultism (trained) to weaken the spirit, DC 18 Athletics (trained) to force the spirit's face back inside the wall, or DC 19 Diplomacy (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt
AC 15; Fort +11, Ref +5
Hardness 9 (wall); HP 30 (BT 15); Immunities object immunities
Gasp (enchantment, fear, mental, occult) Trigger A creature moves adjacent to the wall where the corpse is entombed; Effect The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be frightened 1 for as long as the haunt remains active. The haunt then rolls initiative
Routine (3 actions) The spirit attempts to Grapple up to two creatures within 10 feet with a +14 Athletics modifier, then squeezes each creature it has grabbed, dealing 1d10+4 damage. The haunt doesn't apply a multiple attack penalty to the second attempt to Grapple.
Reset The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall.
Book of the Dead, page 67.
HAZARD 5
Stealth DC 26 (0 to notice the chair)
Description A chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests.
Disable DC 23 Thievery (expert) to disrupt the tracks
AC 22; Fort +15, Ref +9
Hardness 14, HP 54 (BT 27); Immunities object immunities
Take a Seat! Trigger A creature steps on the track; Effect The chair rockets forward along the track and slams into the triggering creature, dealing 3d8+15 bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. A creature who fails this saving throw is knocked into the chair's seat and immediately captured by the armrests, becoming grabbed (restrained on a critical failure; Escape DC 26).
Reset The trap resets automatically over 2 rounds if the chair is unoccupied.
Dark Archive, page 123.
HAZARD 1
Stealth DC 17 Perception check
Description A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap doesn't disable or break the lock.
Disable DC 17 Thievery on the spring mechanism
AC 15; Fort +8, Ref +4
Hardness 6, HP 24 (BT 12); Immunities critical hits, sneak attack
Spring (attack) When a creature tries to unlock or Pick the Lock, a spine extends to attack that creature. The trap makes a melee attack with +13 to its attack roll. On a hit, it deals 1 piercing damage and 1d6 persistent poison damage (on a critical hit, 2 piercing damage and 2d6 persistent poison damage).
Beginner Box, page 49.
HAZARD 2
Stealth DC 20 (trained)
Description A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.
Disable Thievery DC 18 (trained) to remove the trip wire.
AC 18; Fort +10, Ref +4
Hardness 5, HP 28 (BT 14); Immunities critical hits, object immunities, precision damage
Thorny Branch (poison) Trigger The trip wire is touched; Effect The trap's poisoned thorns attack the creature or object touching the trip wire.
Melee poisoned thorns +14, Damage 1d6+4 piercing plus 1d8 poison; no multiple attack penalty
Extinction Curse #1: The Show Must Go On, page 13.
HAZARD 7
Stealth +18 (expert)
Description A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage.
Disable DC 27 Diplomacy (expert) to temporarily calm the rage of one of the three spirits, or DC 30 Religion (trained) to exorcise one of the spirits; three total successes are required to disable the haunt
Searing Agony (divination, mental) Trigger A living creature approaches within 10 feet of the remains of a victim of the original fire; Effect Memories of the pain suffered by the fire's past victims assault the triggering creature's mind. The creature must attempt a DC 25 Will save, and the haunt then rolls initiative. Critical Success The creature is unaffected.Success The creature is sickened 1.Failure The creature is sickened 2.Critical Failure The creature is sickened 3, and it is flat-footed for as long as it remains within the haunt's area and for 3 rounds thereafter.
Routine (1 action) Phantom flames rage across the haunted area, dealing 4d6 fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round.
They gain the fire trait and immunity to fire, and all their attacks deal an additional 1d6 fire damage. Objects in the area are unaffected.
Reset The flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again.
Gamemastery Guide, page 80.
HAZARD 9
Stealth DC 33
Description Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.
Disable DC 30 Thievery (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 Athletics to shut the door if it's open (using Athletics only stops the trap, it doesn't fully disable it)
Gust (air, conjuration) Trigger A creature opens the door; Effect The hall is buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 Athletics check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls prone. Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative. Critical Success The creature is unaffected.Success The creature is pushed back 5 feet.Failure The creature is pushed back 10 feet.Critical Failure The creature is pushed back 10 feet and knocked prone.
Routine (1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional 2d10+11 bludgeoning damage (or 20 damage due to a fall).
Reset Automatic after the door is shut
Dark Archive, page 125.
HAZARD 2
Stealth DC 18 (trained)
Description A hollow statue filled with explosives is connected to a trip wire running along the adjacent door.
Disable DC 21 Thievery (trained) to safely cut the wire.
AC 21; Fort +6, Ref +12
Hardness 5, HP 30 (BT 15); Immunities critical hits, object immunities, precision damage
Explosion Trigger A creature opens the northern door without first disabling the trip wire; Effect The statue explodes, spraying shrapnel to the west in a 5-foot cone and dealing 1d10+7 piercing and 1d10 fire damage to all creatures in the affected area (DC 18 basic Reflex save).
AoE1, page 26.
HAZARD 3
Stealth DC 22 (expert)
Description The stove has been rigged to explode when pressure sensors under the floor are depressed.
Disable DC 20 Thievery (trained) to disable the pressure sensors, or DC 20 Survival (trained) to safely extinguish the stove fires
AC 19; Fort +10, Ref +5
Hardness 10, HP 42 (BT 21); Immunities critical hits, object immunities, precision damage
Explode Trigger A creature steps on the floor within 5 feet of the stove; Effect The stove explodes, dealing 2d10+13 fire damage to each creature within 10 feet (basic DC 20 Reflex save).
HAZARD 2
Stealth DC 15
Description Wooden barrels marked with an oil-drop symbol catch fire and explode.
Disable Survival DC 20 to smother the flames without rupturing the barrels.
AC 15; Fort +11, Ref +3
Hardness 1, HP 5; Immunities object immunities, precision damage
Explode Trigger 4 rounds pass after the agents' arrival without anyone smothering them; Effect The barrels explode, dealing 3d6+8 fire damage to everything within a 20-foot radius (basic DC 20 Reflex save).
AoE1, page 10.
HAZARD 12
Stealth DC 30 (expert)
Description Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward.
Disable DC 34 Thievery (expert) to identify and harmlessly cut the taut wiring.
AC 33; Fort +25, Ref +19
Hardness 21, HP 84 (BT 42); Immunities critical hits, object immunities, precision damage
Unsprung Wires Trigger A creature moves within 5 feet of the pile of broken furniture; Effect The pile of furniture and entangling wires explodes outward. The trap deals 6d10+27 slashing damage (DC 32 basic Reflex save). On a failed save, the target takes a –10-foot penalty to all its Speeds for 1 round (1 minute on a critical failure).
HAZARD 7
Stealth DC 20 (trained) to find the desk switch; DC 28 (expert) to find the trapdoor and charge
Description A black-powder charge fastened to a trapdoor (marked with a "T" on the map) blows a hole in a steam tunnel, filling the room with superheated steam.
Disable DC 18 Thievery (trained) to disarm the desk switch;
AC 25; Fort +18, Ref +15
Trapdoor Hardness 8, Trapdoor HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
DC 28 (expert) to disarm the trapdoor charge
Explosive Charge Trigger The desk switch is pressed or the trapdoor is opened; Effect The charge on the door explodes. All creatures within 10 feet take 2d10+6 fire damage, 1d10+3 piercing damage, and 1d6 persistent bleed damage (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room concealed. The trap then rolls initiative.
Routine (1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save.
Critical Success The creature is unaffected.Success The creature takes 1d10+3 fire damage.Failure The creature takes 2d10+6 fire damage and is blinded for 1 round.Critical Failure The creature takes 2d10+6 fire damage, is fatigued, and is blinded for 1 round.OoA2, page 55.
HAZARD 15
Stealth +31 (master)
Description A vat of thick glass stands 10 feet high and is filled with green slime and fist-sized eyeballs.
Disable DC 38 Thievery (master) or DC 34 Crafting (expert) to acidify the slime inside the tank, destroying the eyeballs.
AC 33; Fort +29, Ref +26
Tank Hardness 2, Tank HP 180 (BT 90); Immunities critical hits, object immunities, precision damage
Eye-Opener Trigger Three or more living creatures remain within 20 feet of the trap for 1 round; Effect The trap rolls initiative.
Routine (3 actions) Each round, the vat uses all three of its actions to shoot random eye rays at any living creatures (except Kheivid) in range.
Ranged despair ray +28 (emotion, enchantment, mental, range 100 feet), Damage target is subjected to a crushing despair spell (DC 33); no multiple attack penalty
Ranged feeblemind ray +28 (curse, enchantment, incapacitation, mental, range 100 feet), Damage target is subjected to a feeblemind spell (DC 36); no multiple attack penalty
Ranged spirit blast ray +28 (force, necromancy, range 100 feet), Damage target is subjected to a spirit blast spell (DC 36); no multiple attack penalty
Reset The trap can be reset by adding 100 new eyeballs to the tank and allowing them to grow in the slime for 1 week.
AoE5, page 51.