16 hazards, from Tar Pit to Tree Of Dreadful Dreams.
Tar Pit · Telekinetic Swarm Trap · Thalassophobic Pool · The Fikreind · The Laughing Fiend's Greeting · Theivaix Field · Thief's Trap · Thunderstone Cascade Trap · Tifeith Bottles · Titanic Flytrap · Tongues Of Flame · Toppling Furniture · Town Hall Fire · Trapped Lathe · Treacherous Scree · Tree Of Dreadful Dreams
HAZARD 9
Stealth DC 30 (expert)
Description A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it.
Disable Survival DC 25 (expert) to disturb the surface and reveal the tar pit
Capture Trigger A Huge or smaller creature walks onto the tar pit; Effect The triggering creature sinks into the tar pit up to its waist. The tar pit rolls initiative if it hasn't already.
Routine (1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. 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 must hold its breath to avoid suffocation.
A creature in the tar pit can attempt a DC 33 Athletics check to Climb to either raise itself by one step (if it's submerged to its neck or full submerged) 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. Other creatures can Aid the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own DC 33 Athletics check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands prone in an adjacent space.
Reset Though the hazard still captures anyone who touches it, the surface doesn't become hidden again until it settles, which takes 24 hours.
HAZARD 12
Stealth +24 (expert)
Description Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room.
Disable Thievery DC 27 (expert) to take apart a telekinetic cloud, Thievery DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration.
AC 33; Fort +24, Ref +19
Hardness 22, HP 88 (BT 44) per telekinetic cloud
Agitate (arcane, evocation) Trigger A creature stays in the room for at least 6 seconds. Effect Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap's targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target.
Routine (9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects Strike, and its third action to add more objects to the cloud, increasing its damage by 1d12 (to a maximum of 4d12+10). If a decoration's cloud is already at maximum damage, it does nothing with its third action.
If a decoration's cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack.
Melee objects +24, Damage 2d12+10 bludgeoning; no multiple attack penalty
Reset The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).
Core Rulebook, page 528.
HAZARD 12
Stealth DC 25 (trained)
Description The pool sucks in creatures that fall into it, making them sink into its endless depths.
Disable DC 32 (master) Diplomacy or Deception to quell the fear and calm the pool or DC 35 Intimidation to give the pool something worse to fear; three successes required.
Downpour Trigger A creature falls into the pool; Effect More water pours forth from the chalice. Creatures in the pool become clumsy 1, and they can't decrease their clumsy condition so long as they remain in the pool. The trap then rolls initiative.
Routine (3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take 1d6 bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must Swim up to avoid drowning, but the water is especially choppy, so the Athletics DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the Athletics DC to Swim becomes 10.
Reset The trap resets once there are no moving creatures in it.
Dark Archive, page 212.
HAZARD 19
Stealth +31 (master)
Description A large metallic arm, 20 feet long, is set into the floor. It rotates around the room to wind up nearby clockwork creatures.
Disable DC 50 Thievery (master) to deactivate the system, or DC 40 Athletics (legendary) to jam the gears for 1 round.
AC 43; Fort +32, Ref +35
Hardness 15, HP 250 (BT 125); Immunities critical hits, object immunities, precision damage
Wind Up Trigger A creature other than the Feloum enters the room, or the Feloum commands the device to activate; Effect The Fikreind rolls initiative.
Routine (1, 2, or 4 actions, depending on the encounter's threat level) The Fikreind uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones.
If already active, this instead increases the number of rounds the clockwork creature remains active by 1d4.
Reset The Fikreind resets as soon as no creatures remain in the room.
AoE5, page 63.
HAZARD 20
Stealth DC 46 (legendary)
Description Subtle but deadly magical runes link this mural to Falaizakraern's master. Good- or neutral-aligned creatures who examine the mural witness the castle's drawbridge silently descend, revealing an endless darkness.
Disable DC 44 Thievery (legendary) to obscure or mar the magical runes set into the mural, or dispel magic (9th level; counteract DC 42) to counteract the mural.
Tegresin's Greeting (illusion, occult) Trigger A creature capable of casting divine magic examines the mural; Effect The mural casts weird (DC 43 Will save) on all creatures in the gallery. A snarl fills the creatures' minds.
Reset 1 week.
AoE6, page 34.
HAZARD 1
Stealth +7 (trained) to notice the air and plants wavering and shifting
Description Cross-planar seepage from the Morethaegian rebels' ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing.
Disable DC 17 Arcana (trained) to will the Material Plane's hold on the area back into firmness and disable the effect for 1 hour, or dispel magic (1st level; counteract DC 15) to end the effect permanently
Theivaix (conjuration, primal) Trigger A character enters the affected area; Effect The hazard rolls initiative as the field of planar warping surges, filling the forest clearing.
Routine (1 action) Each creature in the clearing must attempt a DC 17 Fortitude save as the planar warping threatens to create microscopic tears inside their body.
Fey, plant creatures, and druids are unaffected.
Critical Success The creature is unaffected and immune for 24 hours. The land is healed 1d6 points by the primal magic.Success The creature is unaffected and immune to the effect for 24 hours.Failure The creature takes 1d6+3 force damage.Critical Failure The creature takes 2d6+6 force damage.Reset This effect continues for 1 day, after which it ends and cannot be triggered again without another ritual.
HAZARD 20
Stealth DC 50 (master) to notice that the hairline cracks on the passage walls actually form runes.
Description Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.
Disable DC 45 Thievery (master) or dispel magic (10th level, counteract DC 50) to counteract the runes.
Explosion Trigger A creature crosses a rune; Effect The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt 8d10+44 fire damage (DC 42 basic Reflex save). Immediately thereafter, the runes emanate a 4th-level silence effect for 1 minute, so anyone injured in the chute can't call out for help.
Reset The trap resets in 1 minute.
HAZARD 7
Stealth DC 25 (expert)
Description A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode.
Disable DC 27 Thievery (expert) to safely cut the trip wire.
AC 26; Fort +15, Ref +13
HP 54; Immunities critical hits, object immunities, precision damage
Thunderstone Explosion Trigger The trip wire is disturbed; Effect Several thunderstones bounce down the stairs and explode. Each creature within 10 feet of the lower half of the stairs takes 6d10 sonic damage (DC 24 basic Fortitude save). Creatures that fail this save are additionally deafened for 1 minute; creatures that critically fail this save are instead deafened for 1 hour.
HAZARD 1
Stealth DC 16
Description Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room.Each bottle explodes when its glass is broken.
Disable Interact action to pick up one of the five bottles (see Tifeith sidebar on page 63)
AC 13; Fort +4, Ref +6
Bottle Hardness 1, Bottle HP 4 (BT 2); Immunities critical hits, object immunities, precision damage
Explode Trigger A creature steps on the bottle or the bottle becomes broken; Effect The bottle explodes, dealing 2d8 fire damage plus 2 persistent fire damage and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save).
OoA1, page 64.
HAZARD 4
Stealth DC 25 (trained)
Description On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs.
Disable DC 22 Survival (trained) to mislead the flytrap's sense of weight and pressure
AC 21; Fort +15, Ref +8
HP 56 (BT 28); Immunities mental; Resistances acid 20, fire 10
Snap Shut Trigger A Small or Medium creature moves into a square that is within reach of the flytrap's hidden jaws; Effect The flytrap's jaws snap shut, making a jaws Strike against the triggering creature.
Devour The target is trapped by the flytrap's jaws, gaining the grabbed condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap's jaws Strike was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of target's turns that it remains grabbed, the target takes 3d6 acid damage.
Melee jaws +17, Damage devour
Reset 1 hour (or longer, after a large meal)
Gamemastery Guide, page 78.
HAZARD 5
Stealth DC 23 Perception.
Description Nozzles hidden in the ceiling of the four corridors leading to the intersection spray jets of flame along their lengths when the trap is triggered.
Disable DC 22 Thievery to disable a single nozzle, DC 21 Thievery twice to unlock a door, or DC 25 Thievery to deactivate the trap from the control panel. A hero who isn't trained in Thievery automatically fails these checks.
AC 25; Fort +15, Ref +8
Nozzle Hardness 12, Nozzle HP 50 (BT 25) to destroy a single nozzle; Door Hardness 6, Door HP 22 (BT 11) to break open a door and escape the hallway; Immunities critical hits, sneak attack
Seal the Doors If a creature enters the corridor intersection, the four doors exiting this intersection close and lock, and the trap rolls Stealth (+13) for its initiative.
Routine (4 actions) The trap loses 1 action each turn for each disabled nozzle. On each action, a different nozzle fires a jet of flame down a different corridor, dealing 3d6 fire damage to each creature in the first 10 feet of the corridor past the intersection (DC 22 basic Reflex save). A creature standing in the corridor intersection can be hit by only one flame jet per round even if they're in the area of multiple flame jets. The creature attempts only one saving throw per round, but it takes a –2 circumstance penalty to its saving throw.
Reset The trap deactivates and resets after 10 minutes. After the trap is activated for the fourth time, it runs out of fuel and must be reset manually.
TiO, page 44.
HAZARD 2
Stealth DC 18 (trained) to hear the spirit's grunt of exertion as it works to topple the furniture
Description A mischievous spirit pushes a bookshelf over onto a creature.
Disable DC 16 Athletics to hold the furniture upright or DC 18 Occultism (trained) to foil the spirit's efforts to influence matter
Topple Furniture Trigger A creature moves adjacent to the furniture; Effect The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes 2d10+7 bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked prone.
Reset If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for 1d4 rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for 1d4 hours.
Book of the Dead, page 65.
HAZARD 1
Stealth -10 initiative modifier is +5
Description A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns.
Disable Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation.If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire.
Routine On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes 1d6 fire damage, and any creature within the flames takes 4d6 fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health)
The fire has an additional effect on each of its turns after the first.
Turn 2 The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose.
Turn 4+ Creatures in the room take 1d6 damage from smoke inhalation at the ends of their turns. Anyone who uses an Interact action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage.
Turn 5 Spectators still inside the room fall unconscious from burns and smoke inhalation.
Turn 7 Spectators still in the room die.
AoA1, page 9.
HAZARD 10
Stealth +19 (expert) DC 29 to notice the line of cord running from the lathe's trigger toward the door to area A2.
Description The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and sharp shards of metal around the room.
Disable Thievery DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears.
AC 30; Fort +22, Ref +14
Hardness 18, HP 72 (BT 36); Immunities critical hits, object immunities, precision damage
Unleash Fragments Trigger The lathe is jostled or damaged, or its trigger is remotely pulled. Effect The trap makes a sharpened fragment Strike against a random target in area A1, then rolls for initiative.
Routine (4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area A1. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions.
Ranged sharpened fragment +26, Damage 2d8+12 slashing plus 1d8 persistent bleed damage on a critical hit
Age of Ashes #3: Tomorrow Must Burn, page 6.
HAZARD 3
Stealth DC 23 (trained)
Description The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping.
Disable DC 20 Survival (trained) to navigate a safe path
Gamemastery Guide, page 77.
HAZARD 10
Stealth +22 (expert)
Description The statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2.
Disable Athletics or Thievery DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a dreamstone in the tree's trunk takes 2 Interact actions and causes the trap to shut down, freeing all trapped creatures. Placing the cursed dreamstone from area B4 in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls.
AC 30; Fort +22, Ref +14
Branch Hardness 10, Branch HP 40 (BT 20) to break each branch; Immunities critical hits, object immunities, precision damage
Attack of Opportunity The tree of dreadful dreams can attempt up to six Attacks of Opportunity each round.
Routine (3 actions) The statue uses each action to attempt a branch Strike against a random creature in the room that it hasn't grabbed. If there are no creatures for it to attack and it has at least one creature grabbed, it instead Constricts. The trap can have up to six creatures grabbed.
Melee branch +26 (reach 20 feet), Damage 2d10+12 bludgeoning plus the target is grabbed by the tree; no multiple attack penalty
Reset The trap deactivates and resets if it has no creatures grabbed and no creatures in the room to attack. If an uncursed dreamstone is placed in its trunk, the statue doesn't reactivate.
Age of Ashes #3: Tomorrow Must Burn, page 11.