Hazards: R

8 hazards, from Raving Spirit to Rusty Grate Pit.

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Raving Spirit · Reflected Desires · Repeater Crossbow Trap · Reservoir Trap · Rigged Cubby · Rockfall Ceiling · Rushing Wind · Rusty Grate Pit

Raving Spirit

HAZARD 11

complex haunt 

Stealth +20 (expert) or DC 30 (master) to detect the spiritual nexus.

Description The restless spirit of Makhoriarn raves against his tormentors when someone enters his room.

Disable DC 30 Intimidation (expert) to quiet the spirit for 1 round, or DC 32 Religion (master) to exorcise it.

Raving Diatribe [R] (death, emotion, fear, illusion, mental, occult) Trigger A creature remains in area B3 for longer than 1 round; Effect Each creature in the sealed room is targeted by nightmare (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative.

Routine [>>] The haunts casts phantasmal killer (DC 30 Will save) on a random creature who can see Makhoriarn's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the phantasmal killer sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death.

Reset The haunt grows quiet and resets 1 minute after no creatures are in area B3.

Extinction Curse #3: Life’s Long Shadows, page 25.

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Reflected Desires

HAZARD 1

enchantment magical mental trap visual 

Stealth DC 17 (0 to notice the mirror)

Description This mirror reflects the viewer's deepest desires.

Disable DC 18 Thievery (trained) to shroud the mirror without looking at it, or DC 17 Occultism (trained) to erect mental barriers

AC  13; Fort +10, Ref +4

Hardness 6, HP 24 (BT 12); Immunities object immunities

Tempt [R] (enchantment, mental, occult, visual) Trigger A creature looks into the mirror; Effect The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming fascinated (Will DC 20 negates). This fascination ends automatically when the mirror is broken or covered up.

Reset automatic

Dark Archive, page 123.

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Repeater Crossbow Trap

HAZARD 5

complex mechanical trap 

Stealth +13 (trained)

Description A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box sprays bolts at any creatures in the hallway.

Disable DC 20 Thievery (Expert) or Crafting (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2

AC  22; Fort +15, Ref +9

Hardness 12, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage

Auto-Bolter [R] Trigger An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway; Effect A +1 striking heavy crossbow encased in a steel box drops from the ceiling and fires. The repeater crossbow trap Strikes a random creature in the hallway. The trap then rolls initiative.

Ranged [>] heavy crossbow +16 (magical, range 120 feet, reload 2), Damage 2d10+4 piercing

Routine (3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway.

Reset The trap runs out of ammo after it fires 5 bolts; it must be manually reloaded.

OoA1, page 60.

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Reservoir Trap

HAZARD 2

complex mechanical trap 

Stealth DC 19 (expert) to notice the water tank bulging under the immense pressure

Description Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby.

Disable DC 18 Thievery (trained) to safely puncture a pipe, or DC 16 Engineering Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap

AC  18; Fort +11, Ref +3

Tank Hardness 7, Tank HP 50 (BT 25); Pipe Hardness 7, Pipe HP 30 (BT 15); Immunities critical hits, object immunities, precision damage

Water Jets [R] Trigger A creature steps on a floor space in this room; Effect Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative.

Violent Deluge [R] Trigger The water tank is broken or destroyed; Effect A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15 feet (basic DC 22 Reflex save). The trap is then disabled.

Ranged [>] water jet +11 (water), Damage 2d8 piercing; no multiple attack penalty

Routine (3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap's actions, the trap targets a random creature in the room with a water jet Strike.

Reset The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is refilled, which takes an average of 5 days.

Gatewalkers #1: The Seventh Arch.

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Rigged Cubby

HAZARD 6

mechanical trap 

Stealth DC 25 (expert)

Description A hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled.

Disable Thievery DC 20 to cut the string without setting off the trap.

AC  25; Fort +0, Ref +0

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

Collapse [R] Trigger A creature touches the sickle in the cubby; Effect The heavy bricks above the cubby collapse, leaving the sickle unscathed but dealing 4d6+10 bludgeoning damage.

AoE2, page 51.

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Rockfall Ceiling

HAZARD 5

mechanical trap 

Stealth DC 20 (trained)

Description A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level.

Disable DC 25 Thievery (trained) to pin the pulley in place

AC  22; Fort +15, Ref +15

Hardness 12, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage

Drop Rocks [R] Trigger A creature holding the rope pulley pulls it; Effect The net releases, dropping rocks on all creatures and objects in the lower half of area A15, dealing 4d8+14 bludgeoning damage (DC 26 basic Reflex save). The area then becomes difficult terrain.

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 11.

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Rushing Wind

HAZARD 2

complex environmental 

Stealth +7 (trained) to detect the change in pressure

Description A raging wind sucks creatures in the area toward the maelaedros.

Disable DC 20 Thievery (trained) or Arcana (trained) to recognize what's happening and craft a patch to block air from escaping through the portal

Gale [R] Trigger The maelaedros appears here on Reigeim; Effect A jet of wind pulls creatures caught between the worlds toward the archway. The hazard rolls initiative.

Routine (1 action) The hazard uses its action to suck each creature (except the cairn wight) toward the maelaedros. Each affected creature must attempt a DC 18 Fortitude save.

Success The creature is unaffected.Failure The creature is pulled 5 feet toward the maelaedros and is stunned 1. If the creature is already adjacent to the maelaedros, it doesn't move but is stunned 2.Critical Failure The creature is pulled 10 feet toward the maelaedros, falls prone, and is stunned 1. If the creature is already adjacent to the maelaedros, it doesn't move but falls prone and is stunned 2.

Gatewalkers #1: The Seventh Arch.

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Rusty Grate Pit

HAZARD 6

mechanical trap 

Stealth DC 0

Description The rusty grate covers a pit that's 10 feet in diameter and 40 feet deep.

Disable DC 18 Thievery to harmlessly trigger the trap by nudging the gate or the dangling winch, or DC 24 Thievery to stabilize the grate so it doesn't collapse.

AC  21; Fort +17, Ref +11

Hardness 14, HP 56 (BT 28); Immunities critical hits, object immunities, precision damage

Pitfall [R] Trigger A creature walks onto the grate; Effect The triggering creature falls in and takes falling damage (20 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling. Whether or not the creature Grabs an Edge, the rusty winch above crashes down atop the triggering creature, dealing 3d10 bludgeoning damage and dislodging its grip (DC 24 basic Reflex save). The creature can still try to Grab an Edge again.

Abomination Vaults #2: Hands of the Devil, page 12.

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