12 hazards, from Wailing Crystals to Wronged Monk's Wrath.
Wailing Crystals · Watching Wall · Waxworks Onslaught Trap · Web Lurker Deadfall · Web Lurker Noose · Web Lurker Noose · Weight of Guilt · Wheel Of Misery · Witch-priests' Curse · Wooden Bullets Trap · Wrath Of The Destroyer · Wronged Monk's Wrath
HAZARD 13
Stealth +27 (master) or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals
Description Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard.
Disable Thievery DC 29 (master) to carefully fracture the crystals or Crafting DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals.
AC 34; Fort +26, Ref +18
Hardness 18, HP 72 (BT 36) per 5-foot patch; Immunities critical hits, object immunities, precision damage
Echoing Cry (occult) Trigger A living creature approaches within 20 feet of a wailing crystal. Effect A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Rumeisam Way Station, affecting them with crushing despair (7th level, DC 33). The hazard rolls initiative.
Routine (3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is broken or destroyed.
Reset The wailing crystals deactivate and reset once no living creatures are within 20 feet.
HAZARD 4
Stealth +12 (expert)
Description An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall.
Disable DC 22 Deception (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 Religion (trained) to ward against being seen by or affected by the eye.
Routine (1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take 4d6 mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their frightened value at the end of their next turn.
Reset The haunt becomes inert at the end of any round in which there are no frightened creatures it can see.It stays dormant for 1 hour, after which point it resets.
AV1, page 37.
HAZARD 16
Stealth +27 (master)
Description Four huge tubs containing congealed wax, enchanted to melt and envelop unwary intruders, each sit atop a cold fire.
Disable Thievery DC 43 (master) to drain the wax from a tub or Athletics DC 45 (master) to push through the wax blocking a sealed door and escape (other creatures must push their own way through, as the wax reseals)
AC 39; Fort +30, Ref +25
Tub Hardness 25, Tub HP 104 (BT 52) to destroy a tub and prevent it from making any further attacks; HP 72 (BT 36) to destroy the wax on a sealed door and allow anyone to escape through the door; Immunities critical hits, fire (tubs only), object immunities, precision damage
Seal Room Trigger A creature comes within 5 feet of a tub; Effect The fires beneath the vats blaze to life, magically melting the wax in the tubs. The tubs emit gouts of wax over the room's exits, sealing them shut. The trap then rolls initiative.
Routine (4 actions) The trap loses 1 action each turn per drained or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing 3d12 fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax.
A creature that starts its turn encased in wax takes 8d12 fire damage and is immobilized until it Escapes the hardening wax (DC 35). Each turn it remains encased, the damage dealt by the hot wax decreases by 2d12 but.
Reset The trap deactivates and resets after 1 hour. At that time, the wax in the tubs cools and congeals, and any wax elsewhere in the room magically goes back into the tubs.
AoE4, page 60.
HAZARD 3
Stealth DC 23
Description A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.
Disable Survival (trained) or Thievery (expert) DC 20 to rearrange the webbing
AC 19; Fort +9, Ref +9
Deadfall Trigger A creature steps into the square with the web tripwire. Effect All creatures in the trap's 10-foot square take 2d6 bludgeoning damage (DC 20 basic Reflex save).
Bestiary, page 325.
HAZARD 2
Stealth DC 22
Description Discreet webbing at throat level snags a creature that walks into it.
Disable Survival (trained) or Thievery (expert) DC 18 to rearrange the webbing
AC 18; Fort +11, Ref +5
Web Noose (attack) Trigger A creature steps into the square with the web tripwire. Effect The web lurker noose makes a noose Strike against the triggering creature.
Melee noose +13, Damage 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as it's caught in the noose.
Bestiary, page 325.
HAZARD 2
Stealth DC 22 Perception check
Description Discreet webbing at throat level snags a creature that walks into it.
Disable DC 18 Survival (trained) or Thievery (expert) to rearrange the webbing
AC 18; Fort +11, Ref +5
Noose Hardness 4, Noose HP 16 (BT 8) to cut the web noose; Immunities critical hits, sneak attack
Web Noose (attack) If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature.
Melee noose +13, Damage 3d6 bludgeoning and the target gains the grabbed condition is and pulled off the ground (Escape DC 22).
TiO, page 17.
HAZARD 7
Stealth DC 30 (expert) to sense an oppressive aura of sorrow
Description Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins.
Disable DC 26 Religion (expert) to disrupt the haunt through prayer or DC 27 Deception (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt.
Mental Bind (enchantment, mental, occult) Trigger A creature enters the area; Effect Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save. Critical Success The creature is unaffected.Success The creature takes a –10-foot status penalty to its Speeds for 1 round.Failure The creature is restrained until it Escapes (DC 25).Critical Failure As failure, and the creature is overwhelmed with guilt, becoming stupefied 2 for 1 day
Reset 1 day
Book of the Dead, page 66.
HAZARD 6
Stealth +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0.
Description An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature within 100 feet in front of it.
Disable Thievery DC 26 (expert) on the wheel to stop it from spinning, Thievery DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune.
AC 24; Fort +15, Ref +13
Hardness 14, HP 56 (BT 28); Immunities critical hits, object immunities, precision damage
Wheel Spin Trigger A creature enters the sensor's detection area. Effect The wheel begins to spin and rolls initiative.
Routine (2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary.
Any spell cast by this trap is arcane.
Core Rulebook, page 527.
HAZARD 18
Stealth DC 42 (expert)
Description Anyone who opens a secret compartment is subjected to a powerful curse.
Disable DC 39 Thievery (legendary) to carefully remove the bone fetish that holds the curse.
Hex of the Bloody Thief (curse, divine, necromancy) Trigger A creature opens a secret compartment; Effect The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes 3d6 persistent bleed damage. In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic.
Reset The trap resets if both secret compartments are shut.
HAZARD 3
Stealth +10 (trained)
Description A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the boards covering the window. A distinctive "click" and whirring sound indicate the trap has been sprung.
Disable DC 17 Thievery (trained) to reinforce the porch pressure sensor or DC 15 Crafting (trained) to cover the holes launching the bullets
Fort +15, Ref +5
Wall Hardness 10, Wall HP 50 (BT 25); Immunities critical hits, object immunities, precision damage; Weaknesses fire 5
Wall AC 10
Auto-Sling Trigger A creature or object weighing at least 50 pounds is placed on the porch (marked "T" on the map on page 32) Effect A stream of wooden sling bullets flies from a launcher. The trap Strikes the two nearest creatures and then rolls initiative.
Ranged wooden bullet +12 (nonlethal, range 10 feet), Damage 1d6+6 bludgeoning
Routine (2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores prone creatures as the bullets fly overhead.
Reset The trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted.
OoA1, page 34.
HAZARD 10
Stealth +22 (expert) to notice subtle vapors of magical energy seething across the doors.
Description These heavy doors, carved with an image of Bafela, echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of Bafela's head emerging from the doors to strike at a foe.
Disable Thievery DC 29 (expert) to disrupt the divine magic, Religion DC 29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26).
AC 30; Fort +22, Ref +14
Door Hardness 18, Door HP 72 (BT 36); Immunities critical hits, fire, object immunities, precision damage
Expunge Trigger A non-worshipper of Bafela touches either door leading to C7; Effect The hazard targets the creature with Face of the Fatal Divine, then rolls initiative.
Routine (1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine.
Reset The trap deactivates and resets if 1 minute passes without any creature being in range.
Age of Ashes #2: Cult of Cinders, page 57.
HAZARD 13
Stealth DC 32 (trained)
Description A monk's tormented spirit attacks intruders.
Disable DC 32 Kagaid Lore (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 Religion (expert) to state an Kagaian prayer of peace and put the haunt to rest, or DC 40 Occultism (master) to create a ward against future hauntings.
Ki Storm Trigger A creature enters the prayer room; Effect The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing 3d10+15 electricity damage and 3d10+15 force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save. Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and becomes deafened for 1 round.Critical Failure The creature takes full damage, 2d8 persistent electricity damage, and becomes deafened for 1 minute.
Reset The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to Kagaid.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 17.