Hazards: H

12 hazards, from Hail of Razor Stones to Host Of Spirits.

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Hail of Razor Stones · Hall of Fiery Doom · Hallowed Wheel · Hallucination Powder Trap · Hammer Of Forbiddance · Hampering Web · Hands Of The Forgotten · Haunted Maelaedros · Hidden Chute · Hidden Pit · Hidden Pit · Host Of Spirits

Hail of Razor Stones

HAZARD 2

mechanical trap 

Stealth DC 21 (trained)

Description When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.

Disable DC 18 Thievery (trained) to safely cut the trip cord

AC  16; Fort +9, Ref +5

Hardness 8, HP 32 (BT 16); Immunities critical hits, object immunities, precision damage

Deadfall [R] Trigger A creature walks into the square containing the trip cord; Effect Falling rocks deal 4d8 slashing damage (DC 19 basic Reflex save) to any creature in the square, possibly pinning them to the ground. On a failed save, the creature falls prone; on a critical failure, the creature is immobilized (DC 17 to Escape). An adjacent creature can attempt a DC 19 Athletics check to shove the rocks aside to free an immobilized creature.

Quest for the Frozen Flame #1: Broken Tusk Moon, page 46.

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Hall of Fiery Doom

HAZARD 10

complex haunt 

Stealth +32 (master)

Description While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.

Disable two DC 32 Athletics or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using

Burning Timbers. Banish the demons with up to two DC 35 Arcana, Occultism, or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.

Burst of Fire [R] Trigger A creature enters the hall or ends its turn in the hall; Effect The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative.

Burning Timbers [>] Creatures within the 30-foot by 90-foot area of the hall take 4d6+12 fire damage (DC 29 basic Reflex save).

Demonic Abduction [>] Spectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a Strike against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning damage, though it might negate some or all this damage using a spell, such as feather fall. On a critical hit, the creature also takes 2d12+13 slashing damage as the demons' claws tear through its flesh.

Routine (3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths.

Reset The hall falls quiet for 24 hours, after which it can trigger again.

Quest for the Frozen Flame #3: Burning Tundra, page 50.

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Hallowed Wheel

HAZARD 10

rare complex magical mechanical trap 

Stealth +19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0.

Description An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered manually or a sensor that detects creatures within 30 feet in front of it.

Disable DC 31 Thievery (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 Thievery (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune.

AC  30; Fort +21, Ref +15

Hardness 16, HP 80 (BT 40)

Wheel Spin [R] Trigger A creature pulls the lever or enters the sensor's detection area; Effect The wheel begins to spin and rolls initiative.

Routine [>>] On its initiative, the trap uses its first action to spin, then stops. Roll 1d8 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult.

1 black tentacles 2 blindness 3 confusion 4 death ward 5 outcast's curse 6 shadow blast (force damage in a 30-foot line) 7 sound burst 8 spider climb.

Reset The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.

Extinction Curse #2: Legacy of the Lost God, page 51.

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Hallucination Powder Trap

HAZARD 6

mechanical trap 

Stealth DC 24 (expert)

Description A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.

Disable Thievery DC 26 (expert) to disable the hammer that strikes the percussion cap.

AC  24; Fort +0, Ref +0

HP 1; Immunities critical hits, object immunities, precision damage

Powder Burst [R] (mental, poison) Trigger The latch is opened or the tube is broken. Effect The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.

Core Rulebook, page 524.

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Hammer Of Forbiddance

HAZARD 11

magical mechanical trap 

Stealth DC 30 (expert)

Description An enormous hammer at an edifice's entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.

Disable Thievery DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging.

AC  32; Fort +24, Ref +15

Hammer Hardness 22, Hammer HP 88 (BT 44); Joint Hardness 16, Joint HP 64 (BT 32); Immunities critical hits, object immunities, precision damage

Forbid Entry [R] (abjuration, attack, divine) Trigger A creature attempts to enter through the entrance. Effect The hammer swings down, making an attack against the triggering creature.

Melee [>] hammer +28, Damage 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty

Reset The trap resets over the course of the round, and is ready to swing again 1 round later.

Core Rulebook, page 525.

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Hampering Web

HAZARD 1

environmental 

Stealth DC 18 (expert)

Description Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through.

Disable DC 17 Survival (trained) to dislodge it

AC  19; Fort +10, Ref +11

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

Ensnare [R] Trigger A creature that isn't a spider walks into the web; Effect The web wraps around the triggering creature's body, clinging to their limbs. The triggering creature must succeed at a DC 20 Reflex save or take a –10-foot circumstance penalty to all their Speeds until they Escape the web (DC 20). On a critical failure, the webbing also clings to the creature's face, making them sickened 1, and they can't attempt to reduce this condition until they Escape the web.

Gamemastery Guide, page 77.

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Hands Of The Forgotten

HAZARD 8

haunt 

Stealth DC 28 (trained)

Description Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures.

Disable DC 30 Religion (master) to exorcise the spirits or DC 32 Intimidation (expert) to scare away the hands.

Waylay [R] (force, negative, occult) Trigger A creature moves into the area marked on the map; Effect Misty blue hands stretch out from the hallway's stone tiles and grasp at the triggering creature, which must attempt a DC 26 Reflex save to avoid becoming hindered or harmed by the ethereal hands. Critical Success The target is unaffected.Success The target is slowed 1 for 1 round.Failure The target is slowed 2 for 1 round and takes 2d10+10 negative damage.Critical Failure The target is slowed 2 for 1 round and takes 4d10+15 negative damage.

AoE2, page 37.

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Haunted Maelaedros

HAZARD 6

complex haunt 

Stealth +15 (expert)

Description The spiritual imprints of long-dead explorers haunt this maelaedros, manifesting as a trio of astral wraiths who guard the gateway jealously.

Disable DC 25 Religion (trained) to exorcise one of the wraiths or DC 25 Occultism (expert) to erase one of the wraith's astral sigils; three successful checks are required to disable the haunt

Forceful Screech [R] (divine, necromancy) Trigger A creature comes within 30 feet of the maelaedros; Effect Three maelaedros wraiths screech in unison and manifest to protect the arch. Each creature within 30 feet must attempt a DC 27 Will save. The haunt rolls initiative. Success The creature is unaffected.Failure The creature takes 2d8+9 force damage.Critical Failure The creature takes 4d8+9 force damage and is fatigued.

Melee [>] forceful hand +17 (magical), Damage 2d8+9 force; no multiple attack penalty

Routine (3 actions; conjuration, divine, teleportation) With spectral claws, the maelaedros wraiths hurl trespassers through time and space. Each of the three wraiths has 1 action which it can use to make a forceful hand Strike against a creature within 60 feet. The haunt loses 1 action for each successful check to disable the haunt.

When the haunt rolls a critical hit to Strike a creature, the creature is instantly shunted to an empty space within 30 feet. The haunt chooses which space the creature is transported to.

Reset The maelaedros wraiths disperse after 1 minute, but the haunt resets after 24 hours.

Gatewalkers #1: The Seventh Arch.

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Hidden Chute

HAZARD 3

mechanical trap 

Stealth DC 23 (trained)

Description A trapdoor in the floor conceals a stone chute.

Disable DC 20 Thievery (trained) to remove the trapdoor or lock it in position using a catch hidden inside the room's doorframe.

AC  12; Fort +10, Ref +6

Trapdoor Hardness 5, Trapdoor HP 30 (BT 15)

Pitfall [R] Trigger A creature walks onto the trapdoor; Effect The triggering creature falls 30 feet down the shaft to area E33, taking 15 bludgeoning damage and landing prone in the ochre jelly's pit. The creature can Grab an Edge to avoid falling. The DC to Climb the walls or Grab an Edge is 22.

AoE1, page 48.

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Hidden Pit

HAZARD 0

Stealth DC 18 Perception check (or DC 0 if the trapdoor is disabled or broken).

Description A wooden trapdoor covers a 10-foot square pit that's 20 feet deep.

Disable DC 12 Thievery to remove the trapdoor

AC  10; Fort +1, Ref +1

Trapdoor Hardness 3, Trapdoor HP 12 (BT 6); Immunities critical hits, sneak attack

Pitfall [R] If a creature walks onto the trapdoor, that creature falls in unless it succeeds at a DC 16 Reflex save to grab hold of the edge. The pit is 20 feet deep, dealing 10 bludgeoning damage to anyone who falls to the bottom.

Beginner Box, page 49.

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Hidden Pit

HAZARD 0

mechanical trap 

Stealth DC 18 (or 0 if the trapdoor is disabled or broken)

Description A wooden trapdoor covers a pit that's 10 feet square and 20 feet deep.

Disable Thievery DC 12 to remove the trapdoor.

AC  10; Fort +1, Ref +1

Trapdoor Hardness 3, Trapdoor HP 12 (BT 6); Immunities critical hits, object immunities, precision damage

Pitfall [R] Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.

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

Core Rulebook, page 522.

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Host Of Spirits

HAZARD 18

complex haunt 

Stealth +35 (expert)

Description A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.

Disable DC 43 Religion (master) to exorcise the spirits or DC 45 Deception (master) to trick the spirits into departing.

Embrace of Death [R] (attack, death, necromancy, occult) Trigger A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house; Effect The haunt attempts a ghostly hand Strike against the target creature, and then rolls initiative.

Routine (3 actions) For each of its actions, the trap attempts a ghostly hand Strike against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions).

Melee [>] ghostly hand +35, Damage 2d10+10 negative plus ghostly grip; no multiple attack penalty

Ghostly Grip A creature outside the house that takes damage from the host of spirits' ghostly hand Strike must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional 3d12 bludgeoning damage. The haunt's ghostly hand Strike also deals an additional 6d6 bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save).

Reset The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day.

Extinction Curse #5: Lord of the Black Sands, page 27.

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