8 hazards, from Lava Flume Tube to Luminous Ward.
Lava Flume Tube · Lesser Dragonstorm · Life Magnet · Lifeleech Crystal Patch · Living Paints · Locking Door · Lonely Machine Spirit · Luminous Ward
HAZARD 10
Stealth +19 (trained)
Description Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a chamber beneath.
Disable Thievery DC 29 (expert) to block a channel, or Thievery DC 31 (master) to release the floor latch and escape to the chamber below.
AC 30; Fort +20, Ref +16
Channel Hardness 12, Channel HP 48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); Floor Hardness 18, Floor HP 72 (BT 36); Immunities critical hits, object immunities, precision damage
Flume Activation Trigger A creature tries to leave the room. Effect The exits seal instantly and the trap rolls initiative.
Routine (4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing 4d6 fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active)
A creature that starts its turn in lava takes 8d6 fire damage and is immobilized until it Escapes the hardening lava (DC 27)
The creature might suffocate if covered in lava (page 478). Lava from the previous round hardens fully at the start of the trap's turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets.
Reset The trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures fall 40 feet, taking falling damage (typically 17 bludgeoning damage).
Core Rulebook, page 528.
HAZARD 20
Stealth +38 (legendary)
Description A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Shalagraen's Ring.
Disable Religion DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to Faligiar allow characters who are masters in Religion to attempt the check as if they were legendary instead), Thievery DC 42 (legendary) to deactivate Kaisaem while the manifestation is forcing it open, or a successful dispel magic (10th level; DC 40) to counteract the lesser dragonstorm.
Manifest Lesser Dragonstorm Trigger A creature attempts to activate Kaisaem; Effect The chamber within Shalagraen's Ring fills with a dragonstorm. Creatures within this area take 10d8 damage, equally split between acid, cold, electricity, fire, and poison.
Routine (1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within Shalagraen's Ring. Affected creatures take 10d8 damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of Shalagraen's Ring (or are knocked prone and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7.
Age of Ashes #6: Broken Promises, page 6.
HAZARD 7
Stealth +17 (expert)
Description A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.
Disable DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic.
AC 28; Fort +20, Ref +18
Magnet Hardness 14, Magnet HP 50 (BT 25); Bar Hardness 15, Bar HP 40 (BT 20); Immunities critical hits, object immunities, precision damage
Magnetize the Living Trigger A creature touches any of the iron bars in this area or touches a creature already affected by the trap; Effect The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) "magnetizes" the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so.
Routine (1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes 2d10+10 bludgeoning damage with a DC 25 basic Fortitude save and is restrained on a failure (Escape DC 23)
If an iron bar has been broken, the creature takes 1d10+5 bludgeoning damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save).
Reset The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.
AoE2, page 36.
HAZARD 11
Stealth DC 30 (expert) or detect magic to note the presence of necromantic energies suffusing the crystals.
Description Sharp, bloodthirsty crystals make walking through this chamber treacherous.
Disable Religion DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood
AC 31; Fort +24, Ref +12
Hardness 20, HP 80 (BT 40); Immunities critical hits (except bludgeoning or sonic), object immunities, precision damage; Weaknesses sonic 10
Slice Legs Trigger A creature with blood moves through a patch of lifeleech crystals. Effect The crystals twist and slash, animating and cutting into the creature as it walks, dealing 5d8 slashing damage. The creature must attempt a DC 28 Reflex saving throw. Critical Success The creature is unaffected.Success The creature takes full damage and is drained 1.Failure The creature takes double damage and is drained 2.Critical Failure As failure, plus the creature's blood causes fresh growth. A new 10-foot-square patch of lifeleech crystals grows in an adjacent space to the current patch of crystals.
HAZARD 19
Stealth DC 41 (Master)
Description A mass of brushes use magical paint to convert creatures into art.
Disable DC 41 Crafting (master) to mix the paints into bland, useless colors, DC 46 Thievery (legendary) to dismantle the animated brushes, or dispel magic (8th level; counteract DC 41) to counteract the magic within the paint.
Capture Subject (arcane, transmutation) Trigger A creature steps into the same space as the paints (the square marked with a "T" on the map on page 26) Effect The brushes animate and attempt to paint all creatures within 30 feet. The creatures must succeed at a DC 41 Reflex save to avoid the brushes and splashes from paint cans or be converted into living artwork for 1 hour. A creature that becomes living artwork is immediately bound to the nearest flat surface of its size or larger within 30 feet. The creature can move only along flat surfaces such as floors and walls. This allows it to end its movement wrapped around corners when on a continuous surface. While bound to a surface, the creature can attack from its space as normal, including against other creatures bound to the same surface. If the surface it's on is destroyed (such as a portrait hit by a fireball spell or a wall being demolished), the creature takes 10d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the creature is destroyed.
AoE6, page 32.
HAZARD -1
Stealth DC 18 (trained) to notice the door sway slightly, even though there's no breeze
Description A door (or other portal) slams shut and locks.
Disable DC 14 Athletics to push back against the door, DC 14 Crafting to wedge the door open, or DC 20 Thievery (trained) to jam the lock or open the lock afterward
Shut In Trigger A creature ends their move after passing through the doorway; Effect With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on.
Book of the Dead, page 64.
HAZARD 3
Stealth +13 (trained)
Description Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.
Disable DC 22 Religion (trained) or DC 20 Engineering Lore (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss, as part of their skill check, or a +4 circumstance bonus if they utter the name "Phera Wyndslow. " The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet.
AC 20; Fort +14, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage; Weaknesses electricity 5, orichalcum 5, positive 5
Painful Whistle (sonic) Trigger A living creature approaches within 10 feet of the engine (marked with a "T" on the map) Effect A loud whistle blows and all creatures within 30 feet take 2d6 sonic damage and become stunned 1 (DC 20 basic Fortitude save; creatures aren't stunned on a success). The lonely machine spirit then rolls initiative.
Belch Smoke (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected.Success The creature takes 1d6 poison damage and is sickened 1.Failure The creature takes 2d6 poison damage and is sickened 2.Critical Failure The creature takes 3d6 poison damage and is sickened 2.
Ranged red hot gear +12 (fire, range 10 feet), Damage 1d6 bludgeoning and 1d6 fire
Routine (2 actions) The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet.
Reset The haunt deactivates and resets after 1 hour.
OoA1, page 24.
HAZARD 18
Stealth DC 40 (master)
Description A burst of radiance explodes from the door.
Disable Thievery DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward
Radiant Explosion (fire, light) Trigger A creature touches the door; Effect All creatures within 20 feet of the door are scorched with brilliant light, taking 20d6 fire damage (DC 40 basic Reflex save). A creature that fails this save is blinded for 1 hour (or permanently on a critical failure).
Reset The trap resets after 1 hour.