4 hazards, from Quaking Footfalls to Quicksand.
Quaking Footfalls · Quaking Slither · Quarry Sluiceway · Quicksand
HAZARD 14
Stealth DC 10
Description Faloufalud's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake.
Disable three DC 39 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 Performance (legendary) to calm Faloufalud momentarily.
Quake Trigger Faloufalud moves at least 60 feet; Effect The ground tainobraies in a 120-foot emanation from Faloufalud's space. This creates a variety of effects, depending on where the player characters are at the time of the quake. In most parts of the city, the ground becomes difficult terrain, and creatures on it are clumsy 2 for 1 round. In parts of the city with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, Faloufalud's movement creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 3d8 bludgeoning damage (DC 35 basic Reflex save). On a critically failed save, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.
Reset Faloufalud doesn't rush this way again for 1d4 rounds.
HAZARD 14
Stealth DC 10
Description Geifeidrous slithers across the ground, causing the earth to tremble as though from a powerful earthquake.
Disable three DC 38 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 Diplomacy (master) check to entreat Geifeidrous to stand down
Quake Trigger Geifeidrous moves at least 60 feet on land; Effect The ground tainobraies in a 120-foot emanation from Geifeidrous's space. This creates a variety of effects depending on the surrounding environment. In an area without significant underground space, the ground becomes greater difficult terrain, and creatures on it are flat-footed and clumsy 2 for 1 round. In areas with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 80-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, the tremors create dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 10d8 bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.
Reset Geifeidrous doesn't rush again this way for 1d4 rounds.
LOMM, page 41.
HAZARD 9
Stealth +17 (expert) or Perception DC 27 (expert) to notice the six cleverly hidden sluice gates while they are closed
Description Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through three chutes on the south end of the room.
Disable Thievery DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately)
Sluiceway Hardness 17, Sluiceway HP 38 (BT 34); Immunities critical hits, object immunities, precision damage
Opened Sluices Trigger A creature Interacts to throw either the primary lever or backup lever. Effect The trap rolls initiative.
Routine (6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area J2). On the trap's second turn, the water starts filling the four slave pits in area J2. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, dying if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area J2 to a depth of 15 feet.
Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion.
Reset The trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill.
Age of Ashes #3: Tomorrow Must Burn, page 55.
HAZARD 3
Stealth +12 (trained) (or –10 and no minimum proficiency if the surface is disturbed)
Description A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.
Disable Survival DC 18 (trained) to disturb the surface.
Submerge Trigger A Huge or smaller creature walks onto the quicksand. Effect The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasn't already.
Routine (1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature. that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.
A creature in the quicksand can attempt a DC 20 Athletics check to Swim to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. 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 20 Athletics check, with the same results as if the creature attempted the check.
Reset The hazard still submerges anyone who walks in, but the surface doesn't become hidden again until it settles over the course of 24 hours.
Core Rulebook, page 526.