Hazards: G

13 hazards, from Gas Trap to Guthallath Rockslide.

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Gas Trap · Ghost Crystal Cloud · Ghost Stampede · Ghostly Choir · Glimpse Grave · Gloomglow Mushrooms · Grasp of the Damned · Grasping Dead · Grazing Deer · Greater Planar Rift · Green Slime · Gremlin Horde · Guthallath Rockslide

Gas Trap

HAZARD 5

complex mechanical trap 

Stealth +14 (trained) to smell the poison gas or hear it hissing.

Description A spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber.

Disable Four DC 20 Thievery checks to block the gas vents, or a DC 26 Thievery check to unlock the door and escape Door Hardness 13, Door HP 52 (BT 26); Immunities critical hits, object immunities, precision damage.

Toxic Gas [R] Trigger A creature opens one of the drawers; Effect The door to the room slams shut and locks and the trap rolls initiative. (The trap can also be triggered manually or disarmed from area E30.)

Routine [>] Each round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes 4d6 poison damage (a successful DC 22 Fortitude save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. Locating and blocking one of the hidden gas vents reduces the poison damage by 1d6—if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute.

Reset The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area E30.

AoE1, page 57.

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Ghost Crystal Cloud

HAZARD 8

uncommon environmental 

Stealth DC 28 (trained)

Description The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living creatures.

Disable DC 26 Arcana or Occult (expert) to render the crystal cloud inert.

AC  27; Fort +17, Ref +13

HP 70; Immunities critical hits, object immunities, precision damage

Ectoplasmic Explosion [R] Trigger A creature touches or disturbs the corpse containing the growth of crystals; Effect All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud.

Ghost Crystal Cloud (inhaled, poison) Creatures with the ethereal trait are immune Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and stupefied 1 (1 round); Stage 2 2d10 poison damage and stupefied 2 (1 round); Stage 3 3d10 poison damage and stupefied 3 (1 round)

Reset The crystals regrow into a number sufficient to form another dangerous cloud after 1 week.

Extinction Curse #2: Legacy of the Lost God, page 28.

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Ghost Stampede

HAZARD 15

complex haunt 

Stealth +30 (master)

Description Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it.

Disable DC 36 Nature (master) to calm one of the four aurochs or DC 40 Religion (trained) to exorcise them

AC  40; Fort +23, Ref +29

per aurochs skull HP 20; Immunities death effects, disease, paralyzed, poison; Weaknesses positive 5

Defend Territory [R] (emotion, fear, mental, occult) Trigger A creature approaches within 10 feet of an aurochs skull; Effect The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative. Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature takes 1d12+6 mental damage and is frightened 2.Critical Failure The creature takes 2d12+12 mental damage and is frightened 4.

Routine (4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn Strike against a different living creature. A creature critically hit by a horn Strike also takes 2d6 persistent bleed damage and is knocked prone.

Melee [>] horn, Damage 3d12+17 piercing; no multiple attack penalty

Reset The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates.

Book of the Dead, page 68.

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Ghostly Choir

HAZARD 6

haunt 

Stealth DC 20 (expert)

Description A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound.

Disable DC 28 Performance (trained) to disrupt the song's resonance with another tune or DC 28 Religion (trained) to ritually silence the spirits

Profane Chant [R] (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature moves within 10 feet of the section of floor from which the choir can arise; Effect The choir rises, and its song deals 4d8+18 mental damage to non-evil creatures within 30 feet of the souls' spectral forms. Affected creatures must each attempt a DC 24 Will save. Critical Success The creature is unaffected.Success The creature takes half damage and becomes frightened 1.Failure The creature takes full damage and becomes frightened 2.Critical Failure The creature takes double damage. It also becomes frightened 3 and fleeing for 1 round.

Gamemastery Guide, page 78.

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Glimpse Grave

HAZARD 20

haunt 

Stealth DC 48 (master) to notice the words on the tombstone waver

Description A tombstone bears the name of those who look upon it, causing their hearts to seize.

Disable DC 45 Religion (legendary) to bless the tombstone or DC 50 Occultism (trained) to ward off spirits

Stop Heart [R] (death, illusion, incapacitation, linguistic, occult, visual) Trigger A creature reads or touches the tombstone; Effect The haunt deals 8d10+44 negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies.

Reset 1 day

Book of the Dead, page 67.

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Gloomglow Mushrooms

HAZARD 5

environmental fungus 

Stealth DC 26 (expert)

Description A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms.

Disable Survival DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms.

AC  21; Fort +13, Ref +9

HP 52; Immunities critical hits, object immunities, precision damage; Weaknesses cold 10

Glowing Spores [R] Trigger A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage. Effect The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become sickened 1 and stupefied 1 (or sickened 2 and stupefied 2 on a critical failure) and take a –4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a prestidigitation spell, or a similar measure allowed by the GM.

AoA1, page 57.

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Grasp of the Damned

HAZARD 17

haunt 

Stealth DC 43 (master)

Description These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god.Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters.

Disable DC 46 Religion (master) to inspire a deity to intervene and counteract the ritual

Mark for Damnation [R] (death, divine, necromancy) Trigger Three or more sentient living creatures of 13th level or higher enter the haunt's area; Effect The haunt deals 6d12+35 negative damage to each creature in the haunt's area, and each creature must attempt a DC 40 Will save. Critical Success The creature takes no damage and is doomed 1.Success The creature takes half damage and is doomed 1.Failure The creature takes full damage, becomes doomed 2, and is marked for damnation.Critical Failure The creature takes double damage, becomes doomed 3, and is marked for damnation.If a creature that is marked for damnation dies within the next 24 hours, including from the haunt's damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creature's soul is held captive by one of that deity's powerful servitors. Only wish and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the soul's captor.

Reset 1 day

Gamemastery Guide, page 79.

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Grasping Dead

HAZARD 5

complex haunt 

Stealth +12 (expert)

Description Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground.

Disable DC 22 Religion (trained) to ritually pray for the dead or DC 24 Occultism (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt

per instrument HP 22 (BT 11); Immunities critical hits, object immunities, precision damage

Shifting Earth [R] Trigger At least two creatures enter the area; Effect The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked prone unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative.

Routine (1 action) The grasping hands batter all creatures in the area, dealing 2d6+7 bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming immobilized until it Escapes (DC 26). If already immobilized, it's fully submerged and must hold its breath to avoid suffocation.

Reset The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.

Book of the Dead, page 68.

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Grazing Deer

HAZARD 3

uncommon complex environmental 

Stealth +20 (expert)

Description A herd of deer exits the woods to investigate the delicious-looking leshys.

Disable DC 17 Diplomacy (with wild empathy) to befriend the deer and convince them that leshys aren't for nibbling, or DC 20 Intimidation to scare the dear away

AC  19; Fort +12, Ref +14, Will +6

HP 44 (if the grazing deer take this much damage, they aren't killed, but they do flee into the woods and don't return)

Approach and Taste [R] Trigger The PCs emerge from the forest's edge; Effect A deer approaches the party and attempts a nibble Strike against a randomly determined PC. The grazing deer rolls initiative.

Melee [>] nibble +12, Damage 2d4+5 bludgeoning

Routine (2 actions) The grazing deer takes one action to move about, and then one action to eagerly nibble at a randomly chosen PC. A character who spends three actions on their turn to Stride can avoid being nibbled by the grazing deer during the hazard's next turn. If all of the PCs do so, attempt a DC 5 flat check—on a success, the party escapes the deer and can proceed onward to Petalbrook, but they become delayed as a result of having to flee the pack of ravenous deer.

A Fistful of Flowers, page 5.

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Greater Planar Rift

HAZARD 21

magical trap 

Stealth DC 41 (legendary)

Description A ragged planar rift drags things into its depths and hurls creatures through from its terminal end.

Disable dispel magic (9th level; counteract DC 46) to seal the rift.

Greater Planar Rift [R] (arcane, conjuration, teleportation) Trigger A creature moves within 5 feet of the rift; Effect The creature must succeed at a DC 44 Will save or be drawn into the rift. A creature so drawn in becomes stunned 3 and immediately teleports to a different random area in Falaizakraern's ruins.

AoE6, page 30.

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Green Slime

HAZARD 9

environmental 

Stealth DC 30 (expert)

Description A caustic green film clings to the ceiling above, watching for prey to pass beneath it.

Disable DC 33 Survival (expert) to carefully peel the slime off the ceiling without touching it

AC  20; Fort +25; Ref +15

HP 200 (BT 100); Immunities critical hits, object immunities, precision damage; Weaknesses cold 20, fire 20

Dissolving Ambush [R] Trigger A creature walks beneath the slime; Effect The green slime drops on top of the creature, attempting to dissolve it into a nutritious slurry. The target must attempt a DC 28 Reflex save. Critical Success The target leaps out of the way, and it is unaffected.Success A small amount of the slime splashes onto the target. The target is drained 1.Failure The slime lands on its target. The target is drained 1, and this condition value increases by 1 at the end of its turn each round until the slime is removed. If the target reaches drained 4, the next time its drained value would increase, it dies and collapses into a slurry of nutrients. A slime covering a target can no longer be removed through Survival checks, and damage dealt to the slime is also dealt to the target (applying the target's immunities, weaknesses, and resistances rather than those of the green slime).Critical Failure The slime completely coats its target. This has the same effect as a failure, except the target is immediately drained 2, becomes drained 4 after 1 round, and dies after 2 rounds.

Reset 1 hour, as the slime feasts and then slowly creeps back up to the ceiling

Gamemastery Guide, page 78.

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Gremlin Horde

HAZARD 6

complex magical 

Stealth +18 (expert)

Description Three gangs of gremlins hide within the spiral centurion, cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it.

Disable DC 25 Arcana, Occultism, or Religion (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 Acrobatics or Stealth (expert) to capture and scatter a gremlin gang

AC  27; Fort +11, Ref +17

Hardness 15 (while inside the centurion); HP 22 per gremlin gang

Hexed Calamity [R] Trigger A creature comes within 30 feet of the gremlin horde; Effect Every firearm within 30 feet misfires (Guns & Gears 152). If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative.

Routine (3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered.

Critical Success The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard.Success The item is unaffected.Failure The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall prone.Critical Failure As failure, but the creature wielding or wearing the item also becomes clumsy 2.

Reset If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.

OoA3, page 19.

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Guthallath Rockslide

HAZARD 19

complex environmental 

Stealth +30 (master) to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks.

Description The rock walls nearby begin to crumble and collapse.

Disable DC 48 Crafting (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 Crafting (master).

AC  42; Fort +35, Ref +29

HP 150; Immunities critical hits, object immunities, precision damage

Rumbling Rocks [R] Trigger The guthallath rolls initiative; Effect The rocks of the area begin to crumble. The hazard rolls for initiative.

Routine (2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks Strike against each creature in the area.

On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can Seek (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall.

Ranged [>] falling rocks +36, Damage 4d10+20 bludgeoning; no multiple attack penalty

Early Collapse [F] Trigger The hazard takes 30 or more damage; Effect Move the hazard's initiative to immediately follow the creature that damaged the hazard.

Reset The guthallath can reset the hazard with a few days of work stacking the fallen rocks.

Extinction Curse #6: The Apocalypse Prophet, page 25.

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