Hazards: V

7 hazards, from Vengeful Furnace to Vorpal Executioner.

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Vengeful Furnace · Violent Shove · Violet Mister · Viper Urn · Vision Of Bafela · Volatile Reagents · Vorpal Executioner

Vengeful Furnace

HAZARD 4

complex haunt 

Stealth +15 (expert)

Description The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, burning ghosts.

Disable DC 22 Intimidation (trained) to cow one of the vengeful spirits or DC 25 Religion (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed.

AC  21; Fort +15, Ref +8

Hardness 13, HP 60 (BT 30); Immunities critical hits, object immunities, precision damage; Weaknesses cold 8, positive 5

Ghostly Assault [R] (divine, enchantment, fire, mental) Trigger A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace; Effect Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative.

Burn Knowledge (divine, enchantment, fire, mental) The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash Strike, loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save. Critical Success The creature is unaffected.Success The creature becomes stupefied 1 for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book.Failure As success, but the stupefied 1 condition persists for 24 hours.Critical Failure As failure, but stupefied 2.

Routine (3 actions) The burning ghosts lash at a random stupefied creature in the room (or any random creature, if no creatures in the room are stupefied).

Ranged [>] burning lash +14 (fire, mental, range 10 feet), Damage 2d6 fire plus 2d6 mental and burn knowledge; no multiple attack penalty

Reset The haunt resets 1 hour after there are no creatures in the room.

AV1, page 46.

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Violent Shove

HAZARD 3

haunt 

Stealth DC 23 (trained) to feel an ominous presence in the room

Description An invisible force bats creatures aside, hurling them into a nearby wall.

Disable DC 19 Occultism (trained) to disperse the force or DC 20 Religion (trained) to ward yourself from harm

Shove [R] Trigger A creature moves adjacent to the haunted wall; Effect A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected.Success The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take 1d10+5 bludgeoning damage.Failure The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take 2d10+10 bludgeoning damage.Critical Failure The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take 3d10+15 bludgeoning damage and are knocked prone.

Reset 1 day

Book of the Dead, page 65.

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Violet Mister

HAZARD 2

mechanical trap 

Stealth DC 20 (trained) to notice the trap's trigger-thread attached to the door

Description Opening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creature's face.

Disable DC 18 Thievery to safely cut the thread

AC  16; Fort +10, Ref +10

Hardness 7, HP 25

Poisoned Welcome [R] Trigger A creature attempts to open the door; Effect Every creature within 10 feet of the door is exposed to violet venom poison.

Gatewalkers #1: The Seventh Arch.

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Viper Urn

HAZARD 1

uncommon mechanical trap 

Stealth DC 15 Perception check

Description A ceramic urn containing a coiled viper tips and shatters when a tripwire is pulled.

Disable DC 15 Thievery (trained) to stabilize the urn, or DC 15 Athletics to carefully lower the heavy urn

AC  15; Fort +8, Ref +5

Hardness 6, HP 4 (BT 2); Immunities critical hits, sneak attack

Topple [R] (attack) When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn Strike against that creature, then releases a viper into the square that contained the trap. The viper attacks any non-plant creature it detects.

Melee [>] shattering urn +12 (deadly 1d10), Damage 2d6+5 slashing

TiO, page 31.

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Vision Of Bafela

HAZARD 8

rare complex fire magical trap 

Stealth +16 (expert)

Description Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Bafela himself; a PC who succeeds at a DC 20 Religion check to Recall Knowledge notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction.

Disable Religion DC 26 (expert) to utter prayers to a nonevil deity to counteract Bafela's presence (prayers to Faligiar allow this check to be made if the character is merely trained in Religion), Thievery DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26).

AC  27; Fort +17, Ref +13

HP 130; Immunities critical hits, fire, object immunities, precision damage; Weaknesses cold 10

Manifest [R] Trigger A creature is within the way station. Effect The vision of Bafela appears in a 15-foot space adjacent to that creature and rolls initiative.

Routine (2 actions) The vision of Bafela manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area.

Breath Weapon [>>] (divine, evocation, fire) The vision of Bafela unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals 6d6 fire damage to all creatures within (DC 26 basic Reflex save).

Reset The vision of Bafela deactivates and resets automatically once no creatures remain within the Krarainin way station.

Age of Ashes #2: Cult of Cinders, page 10.

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Volatile Reagents

HAZARD 2

alchemical complex environmental 

Stealth +5 (trained)

Description Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined.

Disable three DC 20 Acrobatics or Crafting checks to sort and separate the bottles of volatile ingredients into groups

AC  18; Fort +10, Ref +8

HP 10 (BT 5); Immunities critical hits, object immunities, precision damage

Explosive Catalyst [R] Trigger Slick drinks Kaethourn's growth serum (page 36) Effect The giant lizard bumps into lab tables and workbenches, causing dangerous ingredients to intermix and detonate. The hazard rolls initiative.

Routine (1 action) A random 10-foot square in Kaethourn's laboratory explodes, dealing 2d6 damage to creatures and objects in the area (DC 18 basic Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic.

Reset The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended.Alternatively, the hazard resets once Slick shrinks to regular size (see below).

OoA1, page 37.

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Vorpal Executioner

HAZARD 19

mechanical trap 

Stealth DC 43 (expert)

Description A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.

Disable Thievery DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room.

AC  43; Fort +32, Ref +32

Hardness 30, HP 120 (BT 60) per junction; Immunities critical hits, object immunities, precision damage

Total Decapitation [R] (attack, death) Trigger A creature attempts to exit the room. Effect The saw blade travels along its path, making one Strike against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets.

Decapitation On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, dying instantly unless it can survive without a head.

Melee [>] saw blade +40 (deadly d12), Damage 6d12+25 slashing plus decapitation; no multiple attack penalty

Reset The trap resets over the course of the round and can be triggered again 1 round later.

Core Rulebook, page 525.

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