Hazards: N

2 hazards, from Needling Stairs to Nightmare Terrain.

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Needling Stairs · Nightmare Terrain

Needling Stairs

HAZARD 11

complex mechanical trap 

Stealth +20 (expert)

Description This staircase has springs in each step, which send poisoned needles shooting up through tiny holes in the wood when stepped on. Each step, 6 in total, takes up one 5-foot square.

Disable DC 33 Thievery (master) on each stair to disable its spring, or deactivate the switch in area C8 to deactivate the whole trap. Cutting the wire on the topmost stair (DC 35 to the Device) that connects the staircase to the control switch prevents the control switch from turning the trap on or off.

AC  28; Fort +22, Ref +19

Hardness 8, HP 25 (BT 12) to break the spring under the step and make that step safe to stand on

First Step [R] Trigger A creature ends its movement on one of the stairs; Effect The trap makes a poisoned needle Strike against the triggering creature, then rolls initiative.

Routine (1 action) The trap makes a separate poisoned needle Strike against each creature currently on an active step as 1 action. Because it is constantly jabbing needles up through any weight-bearing steps, the trap can also use its Bloody Feet free action (see below) to jab at a creature on one of the steps during that creature's turn.

Melee [>] poisoned needle +24, Damage 2d6+8 piercing plus 1d6 persistent bleed and 4d6 persistent poison; no multiple attack penalty

Bloody Feet [F] Trigger A creature moves onto an active step; Effect The trap makes a poisoned needle Strike against the triggering creature.

Reset If deactivated via the switch, the trap can be reactivated with the switch in area C8.

AoE3, page 19.

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Nightmare Terrain

HAZARD 6

complex magical trap 

Stealth DC 22 Perception to detect the subtle magical aura of the land

Description What seems like an innocent stretch of land assaults trespassers with terrible illusions.

Disable Arcana, Nature, Occultism, or Religion DC 22 (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or dispel magic (3rd-level spell, DC 25)

Step into Nightmares [R] (illusion, mental, occult) If a creature that can see moves 10 feet into the affected area, the hazard rolls Stealth (+16) for its initiative.

Routine (1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw.

Critical Success The creature is unaffected.Success The creature is frightened 2.Failure The creature takes 2d8+9 mental damage and is frightened 3.Critical Failure The creature takes 4d8+18 mental damage and is frightened 4.

Reset The terrible visions cease after all creatures have left the affected area, but the hazard is immediately ready to inflict its visions on the next creature to enter.

TiO, page 41.

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