12 hazards, from Magic Starknives Trap to Mukradi Summoning Runes.
Magic Starknives Trap · Malevolant Mannequins · Mana Whorl · Masks Of Giatevrin's Guises · Mataivik's Vengeance · Maze Of Mirrors · Mental Scream Trap · Mermaid Fountain · Methane Flue · Mindhammer Mushrooms · Mirror Door · Mukradi Summoning Runes
HAZARD 5
Stealth DC 22 Perception check to spot the magical energies reverberating in the pillars
Description Starknife symbols on the six pillars glow and shoot across the room.
Disable DC 21 Thievery (expert) or dispel magic on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap.
AC 22; Fort +15, Ref +9
Pillar Hardness 12, Pillar HP 14 (BT 7); Immunities critical hits, sneak attack
Starknife Attack (arcane, evocation) If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 Athletics check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged Strike against a random creature within range. The trap then rolls initiative with its Stealth modifier of +12.
Routine (3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room.
Ranged magical starknife +15 (agile, deadly 1d6, magical, range 40 feet), Damage 1d4+3 force
Reset The trap deactivates 1 round after it has no target creatures and resets each day at sundown.
TiO, page 28.
HAZARD 14
Stealth +27
Description A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near
Disable DC 37 Thievery (master) to jam a mannequin's clockwork mechanisms or Religion DC 35 (expert) twice to exorcise a spirit from a mannequin.
AC 35; Fort +26, Ref +28
Hardness 10, HP 70 (BT 35) per mannequin; Immunities critical hits, object immunities, precision damage; Weaknesses electricity 20
Awaken Trigger A creature comes within 30 feet of a mannequin; Effect The mannequins all lurch towards the triggering creature, Striding up to 50 feet, then roll initiative.
Routine (9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to Stride up to 50 feet and its remaining two actions to make clockwork fist Strikes. Each has its own separate multiple attack penalty.
Melee clockwork first +29, Damage 2d10+18 bludgeoning
Reset The haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round.
Guns & Gears, page 81.
HAZARD 7
Stealth +14 (trained) to identify as dangerous quicksand; +20 (expert) to recognize its magical properties
Description This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby.
Disable DC 26 Arcana (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently.Spellcasters and magic items fed to the whorl are devoured whole.
Submerge Trigger A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl; Effect The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already
Routine (1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain.
A creature caught in a mana whorl can attempt a DC 23 Athletics check to Swim to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is prone in a space adjacent to the whorl. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 Athletics check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain.
Reset The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls.
LOIL, page 231.
HAZARD 10
Stealth +20 (expert)
Description Ten masks adorn twelve stone statues.
Disable DC 29 Religion (expert) or Occultism or DC 31 Thievery (expert) to dismiss the magic on a single statue.Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 Religion check disarms the trap.AC 30; Fort +20, Ref +16 Statue Hardness 18; Statue HP 48 (BT 24); Immunities critical hits, object immunities, precision damage.
AC 30
Hardness 18, HP 48 (BT 24) per statue; Immunities critical hits, object immunities, precision damage
Unmasked Statues (occult) Trigger A creature removes the mask from a statue; Effect The trap casts phantasmal killer (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative.
Routine An unmasked statue casts phantasmal killer (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1.
Reset The trap deactivates and resets 1 minute after it has no target creatures.
HAZARD 19
Stealth +37 (legendary) or DC 47 to notice the dagger left in the pool start to move on its own
Description An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.
Disable Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince Mataivik to stand down (elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Faligaidox to calm Mataivik's spirit.
AC 43; Fort +26, Ref +26, Will +35
HP 128 (BT 64) dagger
Surprise Strike (attack) Trigger A creature approaches within 5 feet of the pool's edge; Effect The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative.
Routine (3 actions) The haunt attempts to Strike with the dagger.
Ranged dagger +40 (agile, thrown 10 feet, versatile s), Damage 4d4+10 piercing plus 20 negative
Reset Mataivik's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.
Age of Ashes #6: Broken Promises, page 18.
HAZARD 9
Stealth +18 (trained) to detect the magical runes in the maze; noticing the maze itself has a DC of 0.
Description Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.
Disable DC 26 Thievery (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28.
Occultism or Religion (expert) to dispel the minotaur AC 28; Fort +29, Ref +14 Hardness 18; HP 64 (BT 32); Immunities critical hits, object immunities, precision damage.
The Maze Awakens Trigger A creature enters the maze; Effect Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the.
Maze. The trap rolls initiative.
Trapped in the Maze Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 Perception or Survival check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can Aid this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). Critical Success The target escapes the maze.Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze.Failure The target makes no progress toward escape.Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.
Routine The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are stupefied 1 until they leave the maze.
If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature.
Melee spectral gore +21, Damage 2d8+8 mental; no multiple attack penalty
Reset The trap deactivates and resets if 1 minute passes without any creature in the maze.
HAZARD 19
Stealth DC 43 (master)
Description A psychic scream disorients creatures in the area.
Disable Arcana (DC 41) to suppress the magic or Thievery (DC 41) to scratch out the ward
Psychic Screech (arcane, enchantment, incapacitation, mental) Trigger A creature enters the marked area; Effect A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save. Critical Success The target is unaffected.Success The target is stunned 2.Failure The target is paralyzed for 1 round, then stunned 2 when the paralysis ends.Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
HAZARD 3
Stealth +10 ; DC 20 Perception check to notice.
Disable DC 20 Thievery on each corner mechanism (must disable all three working corners to disable the trap)
AC 18; Fort +7, Ref +5
Corner Mechanism Hardness 8, Corner Mechanism HP 15
Routine Each turn, the fountain uses 1 action. Roll a 1d10 and look up the result on the following list to determine which action it uses that round.
Beginner Box, page 21.
HAZARD 8
Stealth DC 28 (expert) to hear hissing gas
Description Invisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.
Disable Survival DC 28 to dig around the vent in a way that diffuses the fumes
Flame Spurt Trigger A creature moves within 5 feet of the flue; Effect A fiery geyser of flaming gas explodes from the ground. Creatures within 5 feet of the flue take 4d10 fire damage (DC 30 basic Reflex save); creatures that fail the save also take 4d10 persistent fire damage.
HAZARD 3
Stealth DC 20 (trained) to notice small animal skeletons among the mushrooms
Description The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.
Disable DC 20 Survival (trained) to navigate a safe path without triggering the mushrooms
AC 16; Fort +10, Ref +8
HP 20; Immunities critical hits, object immunities, precision damage; Weaknesses fire 10
Psychic Blast Trigger A creature walks through the mushrooms; Effect The mushrooms release a loud hum of psychic energy. The triggering creature takes 2d8+8 mental damage (DC 23 basic Will save). On a critical failure, the creature is fatigued.
Reset The mushrooms must rest for 24 hours before they can emit another Psychic Blast.
HAZARD -1
Stealth DC 15
Description The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection.
Disable DC 18 Thievery to open the door while viewing the reflection
Appear (arcane, illusion) Trigger A creature views the wall through a mirror's reflection; Effect A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 Thievery check to disable the trap.
Reset automatic
Dark Archive, page 122.
HAZARD 15
Stealth +25 (master) to notice runes marked on the floor.
Description Barely visible runes are etched into the stone floor in a 20-foot diameter circle.
Disable DC 36 Acrobatics to approach without triggering the trap followed by DC 34 Occultism (expert) or DC 38 Thievery(master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune..
Summon Monster (conjuration, occult, summon) Trigger A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard" Effect The trap summons a mukradi (Bestiary 239). The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures.
Reset The trap resets at the first high tide of each day.