Hazards: F

28 hazards, from Falaimoredriak's Nightmare to Frozen Moment.

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Falaimoredriak's Nightmare · Falaizakraern's Lesser Glyph · Falling Bridge · Falling Ceiling · Falling Debris · Falling Portcullis Trap · Falling Stalactites · Faloufalud's Breath · False Door Trap · False Door Trap · False Floor · False Step Floor · Field Of Opposition · Fiendripping Blast Trap · Final Flight · Final Words · Fireball Rune · Flensing Blades · Floating Flamethrower · Flood Of Spirits · Flying Guillotine · Footsteps of Legends · Forest Fire · Formian Sting Trench · Freezing Alarm · Freezing Floor Tiles · Frenetic Musician · Frozen Moment

Falaimoredriak's Nightmare

HAZARD 9

unique complex haunt 

Stealth +30 (master)

Description The incense burners begin to smoke, filling the air with strangely nostalgic scents.

Disable DC 26 Occultism (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 Intimidation (master) to stand resolute against the nightmares and turn the fear back upon itself

Light Incense Burners [R] (enchantment, incapacitation, mental, occult, sleep) Trigger A creature lies down on the bed, or a living creature spends more than 3 rounds inside this room; Effect Incense swiftly fills the room (even if the incense burners have been removed or were destroyed). All creatures in area A12 must attempt a DC 32 Fortitude save. The haunt then rolls initiative. Critical Success The creature is unaffected.Success The creature is sickened 1 by the incense's scent.Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.Critical Failure As failure, but if it's still unconscious after 1 hour, it wakes up automatically.

DC 28 Fortitude saving throw. If at the end of the round there are no unconscious creatures in the room, Falaimoredriak's nightmare ends and the trap deactivates. Critical Success The creature is unaffected and wakes up.Success The creature remains unconscious and takes 1d10 cold damage and 1d10 mental damage. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn—on a success, the creature wakes up.Failure As success, but 1d10+6 cold and 1d10+6 mental damage, and with a DC 32 Will save to wake up.Critical Failure The creature remains unconscious and takes 2d10+12 cold damage and 2d10+12 mental damage.

Routine (2 actions; cold, enchantment, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn't already unconscious to save against that effect once more. Its second action is to cause any unconscious creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures—graefiadeik kar—lunge at them through the snow to attack repeatedly. Each unconscious creature must attempt a

Reset The hazard resets when Falaimoredriak dreams in this room.

Gatewalkers #3: Dreamers of the Nameless Spires, page 19.

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Falaizakraern's Lesser Glyph

HAZARD 17

magical trap 

Stealth DC 43

Description A hidden glyph suddenly lights up and dominates the mind of any creature not bearing the sigil of Falaizakraern the Angel-Binder.

Disable DC 46 Thievery (legendary) to destroy the glyph, DC 42 Arcana (master) to harmlessly divert the glyph's power, or dispel magic (7th level; counteract DC 38) to counteract the glyph.

Dominate [R] (arcane, enchantment) Trigger A creature who doesn't bear the sigil of Falaizakraern attempts to open the door; Effect A surge of the Radiant Spark's latent power courses through the glyph and washes over the triggering creature. If the creature is undead, it takes 10d10 positive damage. If it's living, it instead regains 10d10 Hit Points. It then must succeed at a DC 40 Will save or be affected by a 6th-level dominate spell. The spell commands the affected creature to attack the nearest creature who doesn't bear the sigil of Falaizakraern.

Reset The glyph can affect two creatures before it deactivates for 5 minutes and automatically resets.

AoE6, page 29.

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Falling Bridge

HAZARD 3

mechanical trap 

Stealth DC 23 (trained)

Description The frayed ropes on both sides of this bridge snap when enough weight is put on the bridge's center.

Disable DC 20 Survival (trained) to reinforce and secure the ropes on one side of the bridge

AC  10; Fort +1, Ref +1

Rope HP 6 (BT 3); Immunities critical hits, object immunities, precision damage

Collapse [R] Trigger A Medium or larger creature steps onto the middle of the bridge (any of the squares marked "T" on the map) Effect The ropes on both sides of the bridge snap simultaneously, causing the bridge to collapse. Any creature on the bridge falls to the forest floor 50 feet below and takes 25 bludgeoning damage. A creature within 10 feet of one end of the bridge can attempt a DC 18 Reflex saving throw to Grab a Ledge along the side of either A8 or A13. If one side of the bridge has been disabled by resecuring the ropes, a character on any section of the bridge can attempt a DC 18 Reflex save to hang onto the bridge as one side of it falls. The dangling bridge thereafter functions as a ladder connecting either area

A8 or A13 whichever was secured to the forest floor.

Gatewalkers #1: The Seventh Arch.

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Falling Ceiling

HAZARD 1

Stealth DC 20 Perception check

Disable A hero must succeed at a DC 18 Thievery check on the triggering square or the ceiling to prevent the stone blocks from falling.

Falling Stones [R] When a creature steps on the square closest to the north door, the trap drops blocks of stone all along the hallway. It makes one ranged Strike against each creature between the two doors.

Ranged [>] falling block +8, Damage 1d8 bludgeoning

Beginner Box, page 12.

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Falling Debris

HAZARD 1

mechanical trap 

Stealth DC 17 (trained)

Description A pressure-sensitive floorboard connects to a beam holding up debris in the crawlway's ceiling.

Disable Thievery DC 15 (trained) on the floorboard before the debris falls.

AC  16; Fort +8, Ref +2

Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage

Falling Debris [R] Trigger Pressure is placed on the floorboard. Effect The ceiling in the crawlway collapses in the square where the passage turns, and also in the two adjacent squares. Anyone in these three squares takes 3d6 bludgeoning damage and can attempt a DC 14 Reflex save to reduce the damage. For the creature in the center square, where the trap is triggered, this is a basic save. Creatures in the two adjacent squares take no damage on a success or critical success as they avoid the falling debris entirely, but take full damage on a failed save, and take double damage on a critical failure. Creatures that take damage from the debris are immobilized, trapped under the crushing weight. Clearing out a square of debris requires a successful DC 17 Athletics skill check, with the following effects. Critical Success The square is cleared in 1 minute.Success The square is cleared in 5 minutes.Failure The square is cleared in 10 minutes.Critical Failure The ceiling above the square collapses further, dealing an additional 2d6 to the character digging out the square and any character trapped in that square. This takes 1 minute and no progress is made.

The Fall of Plaguestone, page 18.

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Falling Portcullis Trap

HAZARD 7

mechanical trap 

Stealth DC 22 (expert) to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger

Description An iron portcullis drops from the ceiling when a pressure plate is triggered.

Disable DC 27 Thievery (expert) to disable the floor trigger, or DC 27 Athletics or Engineering Lore to jam the portcullis in the ceiling

AC  25; Fort +15, Ref +18

Hardness 18, HP 72 (BT 36); Immunities critical hits, object immunities, precision damage

Slam Shut [R] Trigger The pressure plate is depressed; Effect The portcullis falls, closing off the hallway. Any creature under the portcullis when it drops takes 4d10+18 piercing damage and is immobilized. A creature that succeeds at a DC 26 Reflex save takes no damage and rolls away in a random direction; on a critical success, they can choose the direction. (For the rules on freeing an immobilized creature, see the sidebar on page 515 of the Core Rulebook.) If the trap was triggered by a creature moving north with a Speed of at least 10 feet, they're considered to be under the portcullis when it triggers. Creatures moving south when triggering the portcullis aren't considered to be under the portcullis when it triggers.

OoA2, page 62.

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Falling Stalactites

HAZARD 3

environmental 

Stealth DC 23 (trained)

Description Unstable stalactites fall from the ceiling.

Disable DC 20 Survival (trained) to remove a stalactite without triggering a fall

AC  16; Fort +12, Ref +12

Hardness 12, HP 42 (BT 21); Immunities critical hits, object immunities, precision damage

Fall [R] (attack) Trigger A stalactite is damaged or touched; Effect The stalactite falls, making an attack against each creature underneath.

Melee [>] stalactite +16, Damage 2d10+13 bludgeoning

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 6.

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Faloufalud's Breath

HAZARD 21

environmental evocation fire kaiju primal 

Stealth DC 10

Description Faloufalud exhales a blast of intense flames to eradicate any meddlesome pests in the area.

Disable DC 50 Performance (legendary)

or DC 53 Deception (legendary) to momentarily divert Faloufalud's attention.

Volcanic Breath [R] Trigger A creature takes a hostile action against Faloufalud, produces a visible area effect, or flies within 120 feet of Faloufalud; Effect Faloufalud breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into difficult terrain. Creatures in the area take 20d6 fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes 3d6 persistent fire damage.

Reset Faloufalud must wait 1d4 rounds before letting loose another gout of fire.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 89.

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False Door Trap

HAZARD 12

magical mechanical trap 

Stealth DC 37 (expert)

Description A hidden needle delivers a magical poison to anyone trying to open the door.

Disable DC 32 Thievery (master) to jam the needle in its housing or dispel magic (6th level, counteract DC 30) to dispel the magical poison.

AC  31; Fort +23, Ref +17

Hardness 25, HP 100 (BT 50); Immunities critical hits, object immunities, precision damage

Purple Worm Sting [R] (necromancy, poison, primal) Trigger A creature touches the door; Effect The creature is targeted by purple worm sting (DC 32 Fortitude save).

AoE4, page 23.

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False Door Trap

HAZARD 6

mechanical trap 

Stealth DC 28 (expert) to see the brick wall behind the edges of the door

Description A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters.

Disable DC 27 Thievery (expert) to disable the doorknob trigger

AC  24; Fort +17, Ref +11

Hardness 8, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage

Explosive Charge [R] Trigger The doorknob is turned; Effect The charge behind the door explodes, dealing 2d8+9 fire damage and 2d8+9 piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away

OoA2, page 59.

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False Floor

HAZARD 3

illusion magical trap 

Stealth DC 23 (trained; or 0 if the illusory floor is dispelled)

Description The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space.

Disable Succeeding on a Perception check against the Stealth DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence

Drop [R] Trigger A creature walks onto the illusory floor; Effect The triggering creature falls through the illusory floor and takes falling damage (typically 20 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling. The DC to Climb the walls or Grab an Edge is 20.

Reset automatic

Dark Archive, page 123.

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False Step Floor

HAZARD 6

conjuration magical teleportation trap 

Stealth DC 25

Description Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor.

Disable DC 28 Thievery (trained) to disrupt the magical energy, or DC 27 Arcana or Occultism (trained) to realign the magical energy

False Step [R] (arcane, conjuration, teleportation) Trigger A creature enters the room and steps onto the floor; Effect The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to Grab an Edge (DC 24) to avoid falling.

Reset automatic

Dark Archive, page 123.

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Field Of Opposition

HAZARD 20

complex illusion magical trap 

Stealth +35

Description A distortion in space spawns an aggressive, malevolent shadow duplicate of any characters who pass between Zukorn's faces.

Disable DC 42 Thievery (legendary) to permanently disable the planar distortion (DC increases by 2 for each duplicate still extant), or dispel magic (10th level; counteract DC 42) to destroy the planar distortion.

AC  45; Fort +33, Ref +30

Face Hardness 20, Face HP 150 (BT 75); Weaknesses sonic 20

Spawn Mirror Duplicate [R] (divine, conjuration, teleportation) Trigger A creature moves between the two glass faces of Falaistai Zukorn; Effect The planar rift disgorges an evil mirror duplicate of the creature (see below), and the duplicate rolls initiative. The field of opposition can use this reaction once per round but can't spawn a duplicate of a creature that already has a mirror duplicate in existence.

Mirror Duplicate A mirror duplicate rolls initiative with a +45 modifier. It uses the same statistics as the original creature, but with a +2 status bonus to AC, attacks, and saving throws. The duplicate is evil, and any abilities reliant on alignment change accordingly. The duplicate is also aggressive, attacking and taking other hostile actions available to it against anyone other than mirror duplicates. It has three actions and one reaction and can use any of the original creature's abilities. Any limited-use abilities (such as spell slots) are based on what the original had when duplicated and are used up separately from the original creature's. The duplicate also has duplicates of the creature's worn and held items, but not consumables. A duplicate is destroyed when reduced to 0 HP, when the trap is disabled or destroyed, or when the duplicate leaves area E2. Its duplicated items disappear when they leave its grip, though they last long enough for ranged Strikes.

AoE6, page 53.

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Fiendripping Blast Trap

HAZARD 7

uncommon mechanical trap 

Stealth DC 25 (expert)

Description A blast of energy damages all creatures within 20 feet, with particularly severe damage to fiends.

Disable Thievery DC 27 (expert) to identify the proper sequence of buttons in the divots, or dispel magic (4th level; counteract DC 25) to suppress the magical effect for 1 hour.

Forceful Blast [R] (divine, evocation) Trigger The door is touched without first pressing the correct sequence of buttons; Effect A blast of energy ripples outward from the door, dealing 4d10 force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. Fiends treat the result of their saving throw as one degree worse. Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is sickened 1.Critical Failure The creature takes double damage and is sickened 2; while it is sickened, it's also slowed 1.

Reset The trap resets after 1 hour.

The Slithering, page 32.

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Final Flight

HAZARD 5

unique haunt 

Stealth DC 26 (expert)

Description A creature experiences the death of a priest carried off by griffons and fed to their chicks.

Disable DC 22 Diplomacy (trained) to soothe the restless spirits, or DC 24 Religion (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt

Final Flight [R] (illusion, mental, occult) Trigger A creature enters the gathering circle; Effect The triggering creature experiences the last moments of the priest who once tended the Lea of Honored Souls. Griffons swoop down from the sky and snatch the priest up in their claws, dealing 1d8+7 slashing damage. They're carried southwest across the valley to a mountain peak and dropped into a nest of young griffons. As the chicks devour the priest, the character takes 1d8+7 piercing damage and 2d8 mental damage. The affected creature must then attempt a DC 22 Will save. Critical Success The creature is unaffected.Success The creature takes half damage from all damage dealt by the haunt.Failure The creature takes full damage.Critical Failure The creature takes full damage and can't shake off the vision; they take 1d8 persistent bleed damage and are frightened 1—believing they're being eaten alive—as long as the bleed damage persists.

Reset The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets.

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 26.

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Final Words

HAZARD 4

haunt 

Stealth DC 22 (trained) to hear the scratch of a quill upon paper

Description As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh.

Disable DC 24 Religion (trained) to ward off the haunt or DC 25 Thievery (trained) to dispose of the letter with extreme care before the haunt can form

Carve in Flesh [R] (divine, necromancy, visual) Trigger A creature reads the letter; Effect The haunt deals 2d8+11 slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes 2d8 persistent bleed damage.

Reset 1 minute

Book of the Dead, page 65.

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Fireball Rune

HAZARD 5

evocation fire magical trap 

Stealth DC 24 (expert)

Description An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.

Disable Thievery DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune.

Fireball [R] (arcane, evocation, fire) Trigger A living creature enters the sensor area. Effect The rune detonates a fireball centered on the triggering creature's square. This is a 3rdlevel fireball spell that deals 6d6 fire damage (DC 22 basic Reflex save).

Core Rulebook, page 524.

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Flensing Blades

HAZARD 12

complex haunt 

Stealth +25 (expert)

Description A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons.

Disable DC 35 Thievery (master) to precisely adjust the blades so that they destroy each other, or DC 38 Religion (expert) to weaken the haunt; four successes are required to disable it

AC  33; Fort +27, Ref +25, Will +22

Hardness 20, HP 100 (BT 50); Immunities critical hits, object immunities, precision damage; Weaknesses positive 15

Whirling Blades [R] Trigger Three or more creatures enter the area of the haunt; Effect sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative. Effect

Routine (3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+10 slashing damage. Each creature in its path must attempt a DC 33 Reflex save.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage plus 1d10 persistent bleed damage.Critical Failure The creature takes double damage and 1d10 persistent bleed damage. It also becomes wounded 1 (or increases its wounded value by 1, if it is already wounded). Each successful check to disable this hazard reduces the haunt's movement by 30 feet, and the fourth success disables it completely.

Reset The haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again.

Gamemastery Guide, page 81.

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Floating Flamethrower

HAZARD 16

rare complex fire magical trap 

Stealth +23 (expert) or DC 38 (master) to notice the pattern of the orb's trajectory

Description A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions.

Disable three DC 40 Thievery (legendary) checks or castings of dispel magic (7th level; counteract DC 40), one each to pull out or disable the elemental cores hidden in the floating skull's right eye, left eye, and mouth

AC  42; Fort +30, Ref +33

Hardness 25, HP 100 (BT 50); Immunities fire; Weaknesses cold 15

Blaze [R] (evocation, fire) Trigger Hao Jin signals the start of the bout; Effect The trap roars with fire and rolls initiative.

Routine (3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals 4d6+4 fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame.

Speed fly 50 feet

Fists of the Ruby Phoenix #2: Ready? Fight!, page 44.

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Flood Of Spirits

HAZARD 18

haunt 

Stealth DC 45 (master) to hear the flood of spirits coalescing

Description A wave of spirits fly through the area, passing right through the living.

Disable DC 48 Occultism (expert) or Religion (master) to divert the spirits

Surge Through [R] (cold, negative) Trigger A creature passes through the area; Effect The haunt deals 3d12+20 negative damage and 3d12+20 cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is stupefied 2 for 1 minute, and on a critical failure, it's also confused for 1 minute.

Reset 1 day

Book of the Dead, page 67.

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Flying Guillotine

HAZARD 5

complex magical trap 

Stealth +10 (trained) or DC 23 (expert) to spot the glyph

Description An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack.

Disable DC 20 Thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Khouneikhae and Dosai: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.

AC  23; Fort +9, Ref +17

Blade Hardness 13, Blade HP 52 (BT 26); Immunities critical hits, object immunities, precision damage

Flying Blade [R] (abjuration, arcane, attack) Trigger A living creature enters the room; Effect One round after a creature enters the room, the door to the room slams shut and locks (two DC 20 Thievery checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative.

Routine (1 action) The blade Flies up to 20 feet and Strikes any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty.

Speed fly 20 feet

Melee [>] guillotine blade +15, Damage 2d8+7 slashing

Reset After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.

AoE1, page 49.

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Footsteps of Legends

HAZARD 5

unique haunt 

Stealth DC 23 (expert)

Description The characters witness Burning Mammoths walking this mountain pass in ages long past.

Disable DC 26 Diplomacy (trained) to convince the spirits to remain dormant, or DC 26 Religion (trained) to ritually silence the spirits

Ancestral Journey [R] Trigger A good-aligned spiritual descendant of the Burning Mammoth following enters the mountain pass; Effect Burning Mammoths from long ago appear alongside the party, walking the mountain pass as one united following. They walk in the footsteps of ancestors, heroes, and legends. Each creature that witnesses the vision gains a +1 status bonus to Will saving throws and all skill checks for 24 hours.

Reset 1 hour

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 31.

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Forest Fire

HAZARD 4

complex environmental fire 

Stealth -10

Description A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns.

Disable A successful DC 22 Athletics, Nature, or Survival check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire.Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective.

Stoke Flames [R] Trigger A brimorak urges the fire to spread out of control; Effect The bonfire becomes a forest fire and rolls initiative.

Routine On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes 2d8+5 fire damage, or 4d8+10 fire damage if it ended its turn within the flames (DC 25 basic Reflex save in either case). A creature can take damage from the forest fire only once per round.

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 35.

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Formian Sting Trench

HAZARD 4

mechanical trap 

Stealth DC 25 (trained)

Description A thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into the trap risk being gouged by the poisonous barbs.

Disable DC 22 Thievery (trained)

AC  18; Fort +8, Ref +8

Canvas HP 30 (BT 15); Immunities critical hits, object immunities, precision damage

Entrench [R] (attack) Trigger A creature walks onto the canvas; Effect The creature falls into the concealed trench and takes falling damage (typically 10 bludgeoning damage). The creature is also gouged by three poisoned stingers as they fall. The creature can use the Grab an Edge reaction to avoid falling.

Formian Trench Poison (poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 4 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round)

Melee [>] stinger +17, Damage 1d8+3 plus formian trench poison

Reset Creatures can still fall into the trap, but the canvas must be reset manually for the trap to become hidden again.

Gatewalkers #1: The Seventh Arch.

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Freezing Alarm

HAZARD 20

magical trap 

Stealth DC 43 (master)

Description Miniature snowflake-shaped glyphs on the ground cause a layer of ice to ripple over the floor of the room and sound a silent alarm.

Disable DC 51 Arcana (legendary) to draw a fiery counteracting glyph over each snowflake, or dispel magic (9th level, counteract DC 48)

Freeze Floor [R] (abjuration, arcane, cold) Trigger A creature enters one of the three squares marked with a T on the map; Effect The floor of the entire 10-foot-by-15-foot antechamber freezes over, sending deadly magical frost creeping up the legs of the intruders. Any creatures standing in the room must roll a DC 45 Reflex save. Critical Success The creature is unaffected.Success The creature takes 3d10+5 cold damage.Failure The creature takes 6d10+10 cold damage and is slowed 1 for 1d4 rounds.Critical Failure The creature takes 12d10+20 cold damage and is slowed 1 for 1 minute. Additionally, the golems in area B10 become aware of the intruders. The golems activate and come to this room to attack, if they haven't been destroyed already.

Reset 1 day

AoE6, page 37.

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Freezing Floor Tiles

HAZARD 16

rare cold complex magical trap 

Stealth +23 (expert) or DC 38 (master) to notice the four sensors.

Description Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their tracks.

Disable DC 40 Thievery (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors.

AC  36; Fort +33, Ref +30

Sensor Hardness 20, Sensor HP 40 (BT 20); Weaknesses fire 15

Frigid Floor [R] (cold) Trigger Hao Jin signals the beginning of the match. Effect The trap rolls initiative.

Routine (4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze.

Each creature that begins its turn in a frozen space takes 2d6+2 cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes slowed 1 for 1 round; if it was already slowed, the creature instead becomes immobilized for 1 round. Any amount of fire damage dealt to a slowed or immobilized creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 45.

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Frenetic Musician

HAZARD 8

haunt 

Stealth DC 28 (expert) to hear phantom notes

Description A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody.

Disable DC 26 Perform (trained) to bring the spirit's music to a close or DC 28 Occultism (expert) to banish the spirit

Musical Assault [R] (auditory, evocation, occult, sonic) Trigger A creature touches the instrument; Effect The musician's bone-shaking musical performance deals 4d10+22 sonic damage to creatures within 30 feet (DC 30 basic Will save).

Reset 1 hour

Book of the Dead, page 66.

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Frozen Moment

HAZARD 17

magical trap 

Stealth DC 40 (master)

Description Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow.

Disable Thievery DC 38 (legendary) to rapidly disassemble the spell's myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered.

Adrift in Time [R] (occult, transmutation) Trigger A creature touches the warded object or area. Effect The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures' minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they can't use any actions except Recall.

Knowledge. An affected creature must attempt a DC 36 Will saving throw against a warp mind spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted.

Core Rulebook, page 525.

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