障害

障害 Hazards

ダンジョンには、宝物を護るための巧妙な罠が多く存在している。ダーツの発射、重いブロックを落とすといった機械的な罠から、炎を爆発させる魔法のルーンまで、様々である。罠の他にも、自然発生する環境的な障害や、謎多き霊障など、冒険者達は様々な種類の障害に遭遇することがある。

障害の探知 Detecting a Hazard

全ての障害には、その危険な効果を引き起こす何らかのトリガーがある。トラップの場合、これは足下のワイヤや圧力版といった仕掛けかもしれないし、環境的な障害や霊障の場合、トリガーは単純に近くに居ることかもしれない。キャラクター達が障害に接近した際、障害のトリガーを起こす前にトリガーの範囲や仕掛けを見つけるチャンスがある。キャラクターはその障害が探知に最低の習熟ランクを持つのでない限り、障害の探知のための判定を自動的に行うことが出来る。

探索の間、PC達が最初に障害のある一般的な範囲に入った際、パーティが障害を探知するかどうかの判断を行う。もし、その障害に最低習熟ランクが記載されていないなら、それぞれのPCについて、障害の〈隠密〉DCにタイして非公開の知覚判定を行う。最低習熟ランクのある障害については、誰かが積極的に探していて(遭遇中なら「」の連続行動、遭遇中なら「捜す」のアクションを使っている)、かつ、記載された習熟ランク以上を持っている場合のみ、ロールをする。成功した者は障害に気がつき、君は、何に気付いたのかを描写する。

最低習熟ランクを持たない魔法の障害は、ディテクト・マジックで見つけることが出来るが、この呪文は障害を理解する、あるいは無力化するのに十分なほどの情報を与えてはくれない――この呪文は、障害の存在を教えてくれるだけなのである。

魔法の障害の特徴を徹底的に分析して無力化するには、もっと強力な魔法を使うか、技能判定に成功する必要がある。例えば、「魔法の識別」や「知識を思い出す」がそうである。最低習熟ランクを持つ魔法の障害は、ディテクト・マジックでは見つからない。

怪物と障害 MONSTERS AND HAZARDS
NPCと怪物のステータスには、通常、習熟ランクが書かれていない。殆どの場合、PC達が行うようなやり方で障害の探知や無力化する必要はないため、君はこの情報を必要としない。しかしながら、もし、PCが怪物の経路にトラップを設置したり、モンスターを障害に誘い込もうとしているなら、この情報を即席で作らなければならない。知覚については、怪物は3レベルあるいは4レベルならば大抵、熟練である。8レベルか9レベルで達人、16レベルか17レベルで伝説である。もし、怪物がその技能に〈窃盗〉を記載しているなら、そのレベルで可能な最高の習熟度を持っている(1レベルなら修得、3レベルなら熟練、7レベルなら達人、15レベルなら伝説);そうでなければ、未修得である。もちろん、特に、精神がない、あまり知覚が明瞭でないといった個別のモンスターはこういったガイドライン通りではないかもしれない。

障害のトリガーを満たす Triggering a Hazard

もし、そのグループが障害の探知に失敗し、障害のトリガーが旅行における標準的な一部であるなら(例えば、床板を踏む、歩いている間に魔法のセンサーを過って移動する)、障害のリアクションが発生する。誰かが直接に環境を操作しなければトリガーを満たさない障害(例えば、扉を開ける)は、PCが明らかにその行動を取った倍にのみリアクションを使う。

リアクション、フリー・アクション Reaction or Free Action

ほとんどの障害は、トリガーを満たした際に発生するリアクションを持つ。単純な障害なら、リアクションは障害の効果の全てである。複雑な障害なら、リアクションは障害にイニシアチブをロールさせ、戦闘遭遇を開始させるか、既に進行中の遭遇に参加させる。そして、障害は複数ラウンドに渡って脅威となる。障害には、リアクションではなく、トリガーを満たしたフリー・アクションを持つものがある;例えば、流砂は1ラウンドに複数のクリーチャーを吸い込むことが出来る。

ルーティン Routine

複雑な障害は、一連の事前に規定されたアクションに従う。これを、ルーティンと呼ぶ。トリガーが満たされたなら、障害はまず、初期リアクションを行う;それから、もし、PC達がまだ遭遇モードでないなら、イニシアチブをロールする(もし、既に遭遇モードであるなら、そのイニシアチブはそのままである)。障害は、イニシアチブに何をロールするかが書いてある――この場合、障害はその〈隠密〉修正値をイニシアチブとしてロールする。

これが発生した後、障害はイニシアチブごとに毎ラウンド、ルーティンに従う。毎ラウンド、障害が取ることが出来るアクションの数、そして、それを何に使うことが出来るかは、障害によって異なる。

障害の再起動 Resetting a Hazard

障害には、再起動が可能なものがある。再び、トリガーを満たすことが出来るようになるのである。再起動は自動発生することもある。流砂については、その表面は24時間後には均されている。あるいは、手動で再起動するものは、たとえば落とし穴のように、扉を閉めなければ再び隠すことが出来ない。

障害の解除 Disabling a Hazard

トラップを不活性化するための最も多様な方法は、〈窃盗〉技能の「装置無力化」アクションだが、ほとんどの機械的なトラップは単純に壊すことが出来るし、魔法のトラップは通常、無効化することが出来る。環境的な障害はしばしば、〈自然〉や〈生存〉で克服することが出来る。また、霊障は、しばしば、〈霊妙学〉や〈宗教〉で克服することが出来る。障害の探知と同じように、障害の解除には、キャラクターが記載された技能に特定の習熟度を持っている必要があることもある。「装置無力化」の使用と同じように、これらの技能を使ってトラップを解除するのは2アクションの連続行動で、同じ成功度を得られるが、この連続行動はGMによって判断された異なる特性を持つかもしれない。

キャラクターは障害を解除するために、障害をまず、探知していなくてはならない(あるいは、教えられていなければならない)。キャラクターは、トリガーを満たしていようとなかろうと、障害を解除する試みが出来るが、障害の中には、特に、再起動の方法がない場合には、リアクションが発生してしまったなら、もはや危険ではないものもある。ほとんどの障害では、ステータス・ブロックに記載されたDCに対する技能判定に成功すれば、障害のトリガーを満たさずに解除することが出来る。障害を解除するその他の方法や、適切に解除するために必要な追加の手順は全て、障害のステータス・ブロックに書かれている。障害を解除するためのロールでのファンブルは、そのトリガーを満たす。魔法の障害を無効化するためのロールへのファンブルも同様である。

障害の中には、不活性化のために複数回の判定成功を要求するものもあるが、それは、一般的には、特に複雑な部品を使っているか、幾つかの独立した部位を持っていたりするためである。複雑な部品を持つ障害については、障害を解除するための判定でのクリティカルは、1つの部品で2回の成功をしたことになる。

障害にダメージを与える Damaging a Hazard

慎重に障害を解除するのではなく、キャラクターはそれを破壊することも出来る。機械的なトラップや、物理的な障害へのダメージは、物体へのダメージのように機能する:障害は受けるダメージを硬度だけ減らす。殆どの場合、下記の「障害への攻撃」にある通り、障害に攻撃を命中させることによってトリガーが満たされる。もし、障害のヒットポイントが破壊値(BT)以下まで減らされたなら、障害は破損状態になり、起動されなくなるが、修理は出来る。0ヒットポイントまで減ったなら、破壊され、修理することが出来なくなる(詳細は物体へのダメージについてを参照)

障害のAC、使用可能なセーヴィング・スロー修正値、硬度、HP、BTはそのステータス・ブロックに記載されている。これらのステータスのうち、記載されていないものがある障害は、そのステータスを対象とするあらゆるものに影響を受けない。例えば、HPはあるがBTのない障害は破損状態にならないが、破壊することは出来る。障害は、そうでないと特記無い限り、物体が完全耐性を持つ全てのものに対して完全耐性を持つ。障害は、物体を対象にすることが出来ないものによって対象にされることはない。障害には、抵抗や弱点、追加の完全耐性を持つものがある。

障害への攻撃 attacking a hazard

もし、障害に攻撃を命中させたなら(特に、それが機械仕掛けのトラップなら)、通常はそれのトリガーを満たすが、場合によって、そうでないこともある。障害を壊す攻撃は、状況によるが、トリガーを満たすことがない。もし、その障害が複数のパーツを持つなら、あるパーツを破壊してもトラップを起動させることがある。例えば、もし、あるトラップがある場所に仕掛け線を持ち、別の場所から攻撃を発射するなら、仕掛け線を切断することによって攻撃を起動させるかもしれない。トラップを一撃で破壊することによって、それを起動させることはほぼない。これらのルールは、攻撃に加えてほとんどのダメージ呪文やその他の効果にも適用される。

障害の修理 rEpairing a hazard

君はキャラクターに、ダメージを受けた障害を修理させ、その機能を回復させることが出来る。これはトラップによって多様である可能性があるため、この詳細は君が判断することになる。トラップの修理に散らばった部品を集めるなどが必要であれば、「修理」アクションは不十分である。もし、そのアイテムに再起動の項目があるなら、キャラクターはそこに書いてあるものが何であれ、ダメージの修理に加えてそれを行わなくてはならない。

魔法の障害の無効化 Counteracting a Magical Hazard

魔法の障害には、ディスペル・マジックと無効化のルールを使って無効化できるものがある。これらの障害の呪文レベルと無効化DCはステータス・ブロックに記載されている。障害の無効化は、それ以外は障害の解除のための技能判定と同じように機能する。

障害の経験点 Hazard Experience

キャラクターは、解除したか、回避したか、単純にその効果に耐えたか、いずれにせよ障害の克服によって経験点を得る。もし、同じ障害を後で起動させても、再びその障害からXPを得ることはない。異なるレベルの障害のXPは、他のページにあるが、利便性のためにここにも掲載する。複雑な障害のXPは、同じレベルのモンスターのXPに等しい。単純な障害はその1/5である。パーティのレベル-4よりもレベルが低い障害は些末で、XPを得られない。

表10-14:障害のXP

障害(名前順)HAZARDS BY NAME
この章の障害は、レベルと複雑さで並べられている。もし、名前で検索をしたいなら、下記の表を使うこと。

障害の形式 Hazard Format

障害は、モンスターに用いられているのと似たステータス・ブロックの形式でシメされている。形式についての幾つかのメモは、サンプルのステータス・ブロックの通りである。

障害の名前 障害レベル HAZARD NAME HAZARD [LEVEL]

特性
〈隠密〉:この項目には、複雑な障害のイニシアチブや単純な障害を探知するための〈隠密〉DCのための〈隠密〉修正値と、その隣に括弧書きで障害を探知するための最低習熟度が書かれている。もし、ディテクト・マジックを使って障害を探知することが出来るなら、その情報もここに書かれている。
詳細:障害の見た目と特殊なルールがあるなら、その説明がある
:障害を解除するために必要なあらゆる技能判定のDCがここに書かれている;もし、障害が無効化可能なら、その呪文レベルと無効化DCがここに括弧書きで記載されている
AC:障害のAC;障害がセーヴできるセーヴィング・スロー。通常、霊障のみが意志セーヴの対象になる
硬度:障害の硬度
HP:障害のヒットポイントと、括弧書きで破損値
耐性:障害の耐性
弱点:障害の弱点(もしあれば)
抵抗:障害の抵抗(もしあれば)
アクション種別:〆あるいは□ これは障害が使うリアクションあるいはフリー・アクションである
トリガー:障害を起動させるトリガーが記載されている
効果:単純な障害の場合、この効果はしばしば、障害が起こす全てである。複雑な障害の場合、これによって障害はイニシアチブをロールすることになるかもしれない
ルーティン:この項目には、複雑な障害が遭遇中、手番ごとに行うことが書かれている;ルーティンの後の括弧書きの中の数字は、障害が手番ごとに使うことが出来るアクションの数を示している。単純な障害にはこの項目はない
アクション:障害が使うことが出来るアクションはここに記載されている。一般的には、これは近接あるいは遠隔攻撃である
再起動:もし、ある障害が再起動可能なら、その情報がここにある
レベル level
障害のレベルは、どのレベルのパーティにとって良い課題であるかを示している。もし、その障害が毒、、あるいはその他の呪文ではない特徴を持つなら、その特徴のレベルは障害のレベルである。
特性 Traits
最も有名案障害の特性はトラップ(侵入者を害するために構築される)、環境(自然の障害)、そして霊障(霊的な現象)である。トラップは、それが魔法のものであるか機械仕掛けであるかを示す特性を持つ。イニシアチブとルーティンを持つ障害は複雑の特性を持つ。
〈隠密〉あるいは〈隠密〉DC Stealth or Stealth DC
複雑な障害には、〈隠密〉修正値を記載している。これは、〈隠密〉DCではなく、イニシアチブに使う。もし、DCが必要なら、この修正値+10である。

単純な障害 Simple Hazards

単純な障害は1回だけリアクションを使う。その後、再起動されない限り、脅威は終了する。

隠された落とし穴 障害0 HIDDEN PIT HAZARD 0

機械 トラップ
〈隠密〉:DC18(あるいは跳ね上げ扉が解除されるか破壊されているなら0)
詳細:10フィート四方かつ深さ20フィートの落とし穴を隠した木製の跳ね上げ扉
:〈窃盗〉DC12で跳ね上げ扉を取り除く
AC 10;頑健+1、反応+1
跳ね上げ扉 硬度3
跳ね上げ扉 硬度12(BT 6)
耐性 クリティカル・ヒット、物体の完全耐性、精密ダメージ
落とし穴 、トリガー:クリーチャーが跳ね上げ扉の上を歩く
効果 トリガーとなったクリーチャーが落下し、落下ダメージを受ける(一般的には10点の殴打ダメージ)、そのクリーチャーは落下を避けるために「かじりつく」を使うことが出来る
再起動 クリーチャーはトラップにランかすることが出来るが、再びトラップを隠れた状態にするために跳ね上げ扉を手動で再起動しなければならない

毒の錠前 障害1 POISONED LOCK HAZARD 1

機械 トラップ
〈隠密〉:DC 17(修得)
詳細:バネがついた毒のトゲが錠前の鍵穴近くに隠されている。トラップの「」あるいは破壊によって錠前が「無力化」あるいは破壊されることはない
:バネ機構に〈窃盗〉DC 17(修得)
AC 15; 頑健 +8、反応 +4
硬度 6、 HP 24 (BT 12);
耐性 クリティカル・ヒット、物体の耐性、精密ダメージ
バネ (攻撃)、トリガー:クリーチャーが錠前の解錠か「鍵開け」を試みる
効果 トゲが広がってトリガーとなったクリーチャーを攻撃する
近接 トゲ +13、ダメージ 1点の刺突に加えてクラディス毒
クラディス毒(毒);セーヴィング・スロー DC19・頑健;最大持続時間 4時間;ステージ1 1d6点の毒ダメージに加えて吸精1(1時間);ステージ2 2d6点の毒ダメージに加えて吸精2(1時間);ステージ3 3d6点の毒ダメージに加えて吸精2(1時間)

叩きつける扉 障害1 SLAMMING DOOR HAZARD 1

機械 トラップ
Stealth DC 17 (trained)
Description Pressure-sensitive panels in the floor connect to
a stone slab hidden in a hallway’s ceiling.
Disable Thievery DC 15 (trained) on the floor panels before
the slab falls
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, object
immunities, precision damage
Slam Shut [reaction] Trigger Pressure is placed on any floor tile. Effect
The door falls, closing off the hallway. The stone slab deals
3d8 bludgeoning damage to anyone beneath or adjacent to
the slab when it drops and pushes them out of its space in a
random direction. A creature that succeeds at a DC 17 Reflex
save takes no damage and rolls out of the way in a random
direction. On a critical success, they can choose the direction.
Lifting the fallen slab requires a successful DC 25
Athletics check. Hitting the floor panels triggers the
trap. The slab uses the same AC and saves as the
trap, but it has Hardness 12, HP 48 (BT 24).
SPEAR LAUNCHER HAZARD 2
MECHANICALTRAP
Stealth DC 20 (trained)
Description A wall socket loaded with a spear
connects to a floor tile in one 5-foot square.
Disable Thievery DC 18 (trained) on the floor
tile or wall socket
AC 18; Fort +11, Ref +3
Hardness 8, HP 32 (BT 16); Immunities critical
hits, object immunities, precision damage
Spear [reaction] (attack); Trigger Pressure is
applied to the floor tile. Effect The
trap shoots a spear, making an attack
against the creature or object on the
floor tile.
Ranged spear +14, Damage 2d6+6 piercing
ELECTRIC LATCH RUNE HAZARD 3
ELECTRICITYEVOCATIONMAGICALTRAP
Stealth DC 20 (trained)
Description An invisible rune imprinted on a door latch
releases a powerful electric discharge.
Disable Thievery DC 20 (expert) to scratch out the rune
without allowing electricity to flow, or dispel magic (2nd
level; counteract DC 18) to counteract the rune
Electrocution [reaction] (arcane, electricity, evocation); Trigger A
creature grasps the door latch directly or with a tool. Effect
The trap deals 3d12 electricity damage to the triggering
creature (DC 22 basic Reflex save).
SCYTHE BLADES HAZARD 4
MECHANICALTRAP
Stealth DC 23 (trained)
Description Two blades, each hidden in a 15-foot-long ceiling
groove, are both connected to a trip wire.
Disable Thievery DC 21 (trained) to disable each blade
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object
immunities, precision damage
Falling Scythes [reaction] (attack); Trigger The trip wire is pulled or
severed. Effect Both blades swing down, each one attacking
all creatures under the ceiling grooves.
Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no
multiple attack penalty
Reset The trap resets after 15 minutes
FIREBALL RUNE HAZARD 5
EVOCATIONFIREMAGICALTRAP
Stealth DC 24 (expert)
Description An invisible rune creates an invisible, spherical
magical sensor with a 20-foot radius.
Disable Thievery DC 22 (expert) to erase the rune without
triggering the sensor, or dispel magic (3rd level; counteract
DC 20) to counteract the rune
Fireball [reaction] (arcane, evocation, fire); Trigger A living creature
enters the sensor area. Effect The rune detonates a fireball
centered on the triggering creature’s square. This is a 3rd-
level fireball spell that deals 6d6 fire damage (DC 22 basic
Reflex save).
HALLUCINATION POWDER TRAP HAZARD 6
MECHANICALTRAP
Stealth DC 24 (expert)
Description A tube of hallucinogenic powder armed with a
miniature explosive is connected to a doorknob or similar latch.
Disable Thievery DC 26 (expert) to disable the hammer that
strikes the percussion cap
AC 24; Fort +0, Ref +0
Hardness 0, HP 1; Immunities critical hits, object immunities,
precision damage
Powder Burst [reaction] (mental, poison); Trigger The latch is opened
or the tube is broken. Effect The tube explodes, spraying
hallucinogenic powder in a 30-foot cone. Any creature in
the cone must succeed at a DC 24 Will save or be confused
for 1 round and take a –2 status penalty to Perception
checks and saves against mental effects for 1d4 hours. On a
critical failure, the penalty is instead –4.
PHARAOH’S WARD HAZARD 7
MAGICALTRAP
Stealth DC 25 (expert)
Description A curse is imbued on an entryway’s threshold.
Disable Thievery DC 27 (master) to painstakingly remove the
lintel without triggering the magic, or dispel magic (4th
level; counteract DC 25) to counteract the rune
Curse the Intruders [reaction] (curse, divine, necromancy); Trigger The
seal on the tomb is broken from the outside. Effect Each living
creature within 60 feet must succeed at a DC 23 Will save or
be subjected to the pharaoh’s curse. A cursed creature takes
a –2 status penalty to Fortitude saves, and any natural or
magical healing it receives is halved. The curse remains until
removed by remove curse or similar magic.
Reset The trap resets when the door is shut.
YELLOW MOLD HAZARD 8
ENVIRONMENTALFUNGUS
Stealth DC 28 (trained)
Description Poisonous mold spores assault nearby creatures.
Disable Survival DC 26 (expert) to remove the mold without
triggering the spores
AC 27; Fort +17, Ref +13
HP 70; Immunities critical hits, object immunities, precision damage
Spore Explosion [reaction] Trigger A creature moves into the mold’s
space or damages the mold. The mold can’t use this reaction
if it’s in direct sunlight or if the damage was fire damage.
Effect The triggering creature and all creatures within 10
feet are exposed to yellow mold spores.
Yellow Mold Spores (inhaled, poison) Any drained condition
from the spores persists after the poison’s duration ends;
Saving Throw DC 26 Fortitude; Maximum Duration 6
rounds; Stage 1 1d8 poison damage and drained 1 (1 round);
Stage 2 2d8 poison damage and drained 2 (1 round); Stage
3 3d8 poison damage and drained 3 (1 round)
BOTTOMLESS PIT HAZARD 9
MAGICALMECHANICALTRAP
Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or
detect magic
Description An iron trapdoor covers an infinitely deep
10-foot-square pit.
Disable Thievery DC 28 (trained) to remove the trapdoor
AC 28; Fort +12, Ref +12
Trapdoor Hardness 9, Trapdoor HP 36 (BT 18); Immunities
critical hits, object immunities, precision damage
Infinite Pitfall [reaction] Trigger A creature walks onto the trapdoor.
Effect The triggering creature falls in and continues to fall,
potentially forever. That creature can try to Grab an Edge to
avoid falling (page 472). The DC to Climb the walls or Grab
an Edge is 26.
The pit contains many handholds, so the falling creature
can try to Grab an Edge again every 6 seconds. If the
creature succeeds, it can start to Climb out from that point
(though it might be a very long climb, depending on how
far the creature fell). Since the creature falls endlessly, it
can rest and even prepare spells while falling, though items
dropped while falling are usually lost forever.
Reset The trap still causes creatures to fall forever if they fall
in, but the trapdoor must be reset manually for the trap to
become hidden again.
BLOODTHIRSTY URGE HAZARD 10
HAUNT
Stealth DC 31 (trained)
Description An object haunted by the echoes of a vicious mind
attempts to kill someone who comes near.
Disable Religion DC 29 (master) to exorcise the spirit or
Diplomacy DC 31 (expert) to talk it down
Quietus [reaction] (death, emotion, fear, illusion, mental, occult);
Trigger A creature moves within 10 feet of the haunted
object. Effect The haunt takes control of the triggering
creature, forcing it to attack itself. The creature must
attempt a DC 29 Will save.
Critical Success The target is unaffected.
Success The target makes a Strike against itself and automatically
hits; the target also becomes frightened 1.
Failure The target makes a Strike against itself and automatically
scores a critical hit; the target also becomes frightened 2.
Critical Failure The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead.
If the target fails, it is reduced to 0 Hit Points and dies.
HAMMER OF FORBIDDANCE HAZARD 11
MAGICALMECHANICALTRAP
Stealth DC 30 (expert)
Description An enormous hammer at an edifice’s entrance
swings down in an attempt to damage a creature entering
an area, push it back, and prevent it from going any further.
Disable Thievery DC 28 (expert) once on the hammer itself
and once on its joint to prevent the hammer from swinging
AC 32; Fort +24, Ref +15
Hammer Hardness 22, Hammer HP 88 (BT 44); Joint Hardness
16, Joint HP 64 (BT 32); Immunities critical hits, object
immunities, precision damage
Forbid Entry [reaction] (abjuration, attack, divine); Trigger A creature
attempts to enter through the entrance. Effect The hammer
swings down, making an attack against the triggering creature.
Melee hammer +28, Damage 6d8+20 bludgeoning plus the
target is knocked back 10 feet and must succeed at a DC
30 Will save or be unable to enter the edifice through
any entrance for 24 hours (on a critical hit, the target
automatically fails the Will save); no multiple attack penalty
Reset The trap resets over the course of the round, and is
ready to swing again 1 round later.
POLYMORPH TRAP HAZARD 12
MAGICALTRAP
Stealth DC 34 (trained)
Description A Druidic glyph tries to transforms a trespasser
into an animal.
Disable Thievery DC 32 (master) to drain the glyph’s power
harmlessly, or dispel magic (6th level; counteract DC 30) to
counteract the glyph
Baleful Polymorph [reaction] (primal, transmutation); Trigger
A creature moves within 30 feet of the glyph without
speaking the passphrase in Druidic. Effect The creature is
targeted by baleful polymorph (DC 32 Will save).
PLANAR RIFT HAZARD 13
MAGICALTRAP
Stealth DC 35 (trained)
Description A rift attempts to draw creatures into another
plane (the GM chooses the specific plane).
Disable Thievery DC 33 (master) to assemble a rift seal using
objects strongly grounded to your plane, or dispel magic
(7th level; counteract DC 31) to counteract the rift
Into the Great Beyond [reaction] (conjuration, occult, teleportation);
Trigger A creature moves within 10 feet of the rift. Effect The
triggering creature and all creatures within 30 feet of the
rift are drawn into another plane. Each creature can attempt
a DC 33 Reflex save to avoid this fate.
FROZEN MOMENT HAZARD 17
MAGICALTRAP
Stealth DC 40 (master)

Description Warding magic attempts to trap intruders or
would-be thieves in a disrupted time flow.
Disable Thievery DC 38 (legendary) to rapidly disassemble
the spell’s myriad components in a single blink of an eye;
or dispel magic (9th level; counteract DC 36) to counteract
the trap before it triggers or to counteract the effect on one
creature after the trap is triggered
Adrift in Time [reaction] (occult, transmutation); Trigger A creature
touches the warded object or area. Effect The triggering
creature and all creatures within 30 feet are trapped
in a disrupted time flow (DC 38 Fortitude negates). The
creatures’ minds move so quickly that each round seems to
last a century, but their bodies and magical energies move
so slowly that they can’t use any actions except Recall
Knowledge. An affected creature must attempt a DC 36 Will
saving throw against a warp mind spell immediately and
again for every minute of real time that passes while the
creature is trapped in the frozen moment. This effect has an
unlimited duration but can be counteracted.
VORPAL EXECUTIONER HAZARD 19
MECHANICALTRAP
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 [reaction] (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.
Melee saw blade +40 (deadly d12), Damage 6d12+25 slashing
plus decapitation; no multiple attack penalty
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.
Reset The trap resets over the course of the round and can be
triggered again 1 round later.
SECOND CHANCE HAZARD 21
MAGICALTRAP
Stealth DC 44 (legendary)
Description Powerful warding magic tied to an object or
location tries to regress the ages of a creature and its allies.
Disable Thievery DC 46 (legendary) to take apart the spell one
tiny piece at a time, with eyes closed, while recalling every
vivid life memory in order, starting from the earliest memory
In the Beginning [reaction] (divine, transmutation); Trigger A creature
tries to steal the object or intrude upon the location. If
someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators
at any distance—even across planes. Effect The triggering
creature and up to five coconspirators instantly revert to
infants, losing all memories, class abilities, and other skills
acquired during their lives (DC 44 Fortitude negates).
Reversing this effect is nearly impossible, requiring
powerful magic such as wish.
ARMAGEDDON ORB HAZARD 23
RAREMAGICALTRAP
Stealth DC 10 or detect magic
Description A roiling red orb, forged from a drop of the god
Rovagug’s blood, rains fire from the sky when a specified
condition is met.
Disable Thievery DC 48 (legendary) to imbue thieves’ tools
with aspects representing Asmodeus and Sarenrae and use
them to drain away the orb’s power over 10 minutes; the
character attempting this check takes 5 fire damage each
round until the orb is depleted
Burn It All [reaction] (death, divine, evocation, fire); Trigger A special
condition set by the trap’s creator occurs; this is typically
the event of their death. Effect Fire rains from the sky in a
100-mile radius, dealing 10d6 fire damage to creatures and
objects in the area. Each creature or object can attempt a DC
46 basic Reflex save. Any creature reduced to 0 Hit Points
by this damage dies instantly. This is not enough damage to
completely burn away a forest or level an entire mountain
or city, but it typically kills most creatures in the area.

UPGRADED SUMMONING RUNES
You can make a summoning rune of nearly any level. It
summons a creature of a level equal to the trap’s level.
Use Table 10–5: DCs by Level on page 503 to determine
the Thievery DC and spell DC, using the trap’s level and
applying a hard adjustment (+2). The Stealth modifier for
the trap is equal to this number – 10. Stronger summoning
runes usually require expert proficiency or better in
Perception to find, and they might require a higher
proficiency rank in Thievery to disable

Complex HazardsComplex hazards function similarly to monsters during
encounters, as they roll initiative and have actions of their
own, though these are usually automated in a routine.
SUMMONING RUNE HAZARD 1
COMPLEXMAGICALTRAP
Stealth +7 (trained)
Description A cloud of invisible magical sensors in a 10-foot
radius surrounds an invisible wall or floor rune the size of the
creature to be summoned.
Disable Acrobatics DC 15 to approach without triggering the
trap followed by Thievery DC 17 (trained) to erase the rune, or
dispel magic (1st level; counteract DC 15) to counteract the rune

Summon Monster [reaction] (arcane, conjuration, summon; Trigger
A creature enters the cloud of magical sensors. Effect
This trap summons a specific level 1 creature, determined
when the trap is created. The creature rolls initiative and
remains for 2d6 rounds, after which the spell ends and
the creature disappears. The creature also disappears if
someone disables the trap before the duration expires. The
summoned creature can use 3 actions each round and can
use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.
DROWNING PIT HAZARD 3
COMPLEXMECHANICALTRAP
Stealth +10 (trained); DC 22 (expert) to notice the water
spouts once the pit opens
Description A trapdoor covers a 10-foot-square pit that’s 30
feet deep and has 5 feet of water at the bottom. Four water
spouts in the walls connect to hidden water tanks. Each water
spout extends out of a different wall, 6 inches from the top
of the pit.
Disable Thievery DC 18 (trained) to seal each water spout,
Thievery DC 22 (trained) to open the trapdoor, or Athletics
DC 22 to Force Open the trapdoor
AC 19; Fort +8, Ref +5
Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout
Hardness 8, Spout HP 32 (BT 16); Immunities critical hits,
object immunities, precision damage
Pitfall [reaction] Trigger A creature walks onto the trapdoor. Effect
The triggering creature falls in and takes damage from the
fall, reduced by 5 feet for falling into the water (typically 12
bludgeoning damage). A creature can Grab an Edge to avoid
falling (page 472). The trapdoor then slams shut, and the
hazard rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled water spout. On each of the trap’s actions, a spout
pours water, increasing the depth of the water by 5 feet.
Once the pit is full of water, the pit stops using actions, but
creatures in the pit begin drowning (page 478).
Reset The trap can be reset if the door is manually reengaged
and the water tanks refilled; it can be reset without draining
the pit, but doing so renders it less effective.
QUICKSAND HAZARD 3
COMPLEXENVIRONMENTAL
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 [free-action] 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 (page 478).
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.
SPINNING BLADE PILLAR HAZARD 4
COMPLEXMECHANICALTRAP
Stealth +11 (trained) or DC 26 (expert) to notice the control panel
Description A metal pole with three razor-sharp spinning
blades is hidden in the floor, connected to trigger plates in up
to eight floor tiles and a hidden control panel within 30 feet.
Disable Thievery DC 21 (trained) twice on the pillar, or Thievery
DC 19 (expert) once on the control panel deactivates the
whole trap. Breaking the control panel prevents anyone
from disabling the trap using the control panel and prevents
the trap from deactivating automatically (see Reset below).
AC 21; Fort +10, Ref +12
Pillar Hardness 12, Pillar HP 48 (BT 24); Panel Hardness
5, Panel HP 20 (BT 10); Immunities critical hits, object
immunities, precision damage
Rising Pillar [reaction] (attack); Trigger A creature steps on one of
the trapped floor tiles. Effect The trap pops up in a grid
intersection and makes a spinning blade attack against
one adjacent creature (if any), then rolls initiative.
Routine (3 actions) The trap uses its first action
to make a spinning blade Strike against each
adjacent creature, its second action to move
straight in a random direction (roll 1d4 to
determine the direction), and its third action
to make a spinning blade Strike against
each adjacent creature. This trap doesn’t
take a multiple attack penalty.
Speed 10 feet
Melee [one-action] spinning blade +12, Damage
2d10+5 slashing
Reset The trap deactivates and resets
after 1 minute.
WHEEL OF MISERY HAZARD 6
COMPLEXMAGICALMECHANICALTRAP
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 [reaction] 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.
1 sleep
2 paralyze
3 lightning bolt (100-foot line)
4 blindness
5 acid arrow
6 ray of enfeeblement
Reset The trap deactivates and resets if 1 minute passes
without any creature moving within range of its sensor POISONED DART GALLERY HAZARD 8
COMPLEXMECHANICALTRAP
Stealth +16 (expert) or DC 31 (master) to notice the control panel
Description Countless holes to launch poison darts from line a
long hallway with a hidden control panel on the far end.
Disable Thievery DC 21 (expert) on the control panel
deactivates the trap.
AC 27; Fort +13, Ref +17
Hardness 14; HP 56 (BT 28) to destroy the control panel and
disable the trap; Immunities critical hits, object immunities,
precision damage
Dart Volley [reaction] (attack); Trigger A creature enters the hallway
or ends its turn in the hallway. Effect The trap makes a
poisoned dart Strike against the triggering creature, then
rolls initiative.
Routine (1 action) The trap launches one dart against every
creature in the gallery as 1 action. Because it launches darts
continuously, the trap can also use the Continuous Barrage
free action (see below) to launch darts at each creature during
that creature’s turn.
Ranged poisoned dart +21, Damage 3d4 piercing plus flesset
poison; no multiple attack penalty
Continuous Barrage [free-action] Trigger A creature within the active
gallery finishes an action. Effect The trap makes a poisoned
dart Strike against the triggering creature.
Flesset Poison (poison); Saving Throw DC 22 Fortitude;
Maximum Duration 6 rounds; Stage 1 1d6 poison damage and
clumsy 1 (1 round); Stage 2 2d6 poison damage and clumsy 2
(1 round); Stage 3 3d6 poison damage and clumsy 3 (1 round)
Reset The trap deactivates and resets after 1 minute.
LAVA FLUME TUBE HAZARD 10
COMPLEXMECHANICALTRAP
Stealth +19 (trained)
Description Four gated channels carved into stone allow lava
to flow into a 15-foot-tall room; the floor can withdraw to allow
the hardened lava to fall into a chamber beneath.
Disable Thievery DC 29 (expert) to block a channel, or Thievery
DC 31 (master) to release the floor latch and escape to the
chamber below
AC 30; Fort +20, Ref +16
Channel Hardness 12, Channel HP 48 (BT 24) to destroy a
channel gate (this prevents that channel from being disabled
and stops the trap from resetting); Floor Hardness 18; Floor
HP 72 (BT 36); Immunities critical hits, object immunities,
precision damage
Flume Activation [reaction] Trigger A creature tries to leave the room.
Effect The exits seal instantly and the trap rolls initiative.
Routine (4 actions) The trap loses 1 action per disabled
channel each turn. On each action, a different channel spews
lava, dealing 4d6 fire damage to each creature within 10 feet
of the channel (DC 27 basic Reflex save), and increasing the
depth of the lava in the room by 1 foot (4 feet per round if all
the channels are active).
A creature that starts its turn in lava takes 8d6 fire damage
and is immobilized until it Escapes the hardening lava (DC 27).

The creature might suffocate if covered in lava (page 478). Lava
from the previous round hardens fully at the start of the trap’s
turn, effectively raising the floor of the room. Once the room is
full of lava, the trap stops taking actions, but creatures in the
room remain stuck until the floor opens and the trap resets.
Reset The trap deactivates and resets after 1 hour by withdrawing
the floor, cracking and dumping the hardened lava (and any
creatures trapped inside) into the chamber. Creatures fall 40
feet, taking falling damage (typically 17 bludgeoning damage).
TELEKINETIC SWARM TRAP HAZARD 12
COMPLEXMAGICALMECHANICALTRAP
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 [reaction] (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 [one-action] objects +24, Damage 2d12+10 bludgeoning
Reset The trap deactivates and resets 10 minutes after it has
no target creatures (because the creatures either moved too
far away or died).
DARKSIDE MIRROR HAZARD 14
COMPLEXMAGICALMECHANICALTRAP
Stealth +24 (master) to notice it isn’t a regular mirror
Description A magic mirror replaces characters with evil
mirror duplicates from another dimension.
Disable Thievery DC 34 (legendary) to retrieve a creature
from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery
DC 39 (master) to permanently disable the mirror once
all mirror duplicates are dead, or dispel magic (7th level;
counteract DC 32) to counteract the mirror for 1 minute and
prevent additional replacements during that time
AC 34; Fort +25, Ref +20
Hardness 1, HP 4 (BT 2), the mirror can’t be damaged while
any mirror duplicate is alive
Reflection of Evil [reaction] (arcane, conjuration, teleportation);
Trigger A non-evil creature is reflected in the mirror. Effect
The mirror absorbs the creature into the mirror, replacing it
with an evil mirror duplicate (DC 34 Reflex to avoid being
absorbed into the mirror), and rolls initiative.
Routine (1 action) The mirror absorbs another reflected
creature into the mirror and replaces it with a mirror
duplicate. Mirror duplicates attack on their own initiative,
using the same statistics as the original creature, but with
an evil alignment (changing only abilities that shift with the
alignment change). A mirror duplicate can spend 3 actions in
contact with the mirror to return to its original dimension and
release the creature it duplicated, but most mirror duplicates
prefer not to.
Reset The mirror is always ready to absorb creatures into the
other dimension. Ten minutes after a creature is sucked into
the mirror, if an ally doesn’t rescue the creature with Thievery,
it reaches the other dimension, where it might be captured or
killed. In the mirror dimension, it counts as a mirror duplicate,
so the denizens of the other dimension can’t destroy the
mirror on their side while the absorbed creature is there.
These dimensions are alternate realities, not planes, so even
rituals like plane shift can’t reach them.

BANSHEE’S SYMPHONY HAZARD 18
COMPLEXMAGICALTRAP
Stealth +30 (legendary)
Description A magically contagious wail of the banshee spell
is trapped in the larynx of an invisible, mummified elf.
Disable Thievery DC 42 (master) to pierce the invisible larynx
so precisely that the magic releases in a trickle before the
trap activates, Thievery DC 44 (legendary) three times to
deconstruct the larynx while the trap is active in such a
way that it tears the spell apart, or spell DC 38 (9th level) to
counteract the wail of the banshee before the trap activates
Scream [reaction] Trigger Three or more living creatures remain
within 100 feet of the trap for 6 seconds or longer. Effect
The trap releases an arcane wail of the banshee (DC 40) with
a 100-foot-radius emanation instead of 40 feet, targeting all
living creatures in the area, and rolls initiative.
Routine (1 action) The trap uses its action to force one random
creature that failed its save against wail of the banshee last
turn to emit a wail of the banshee with the same statistics as
the initial one. The creature wails even if it is dead or unable
to speak, no matter how far away from the trap it is. Unlike a
casting of the spell, the drained condition from this trap’s wail
of the banshee spells increases the targets’ drained condition
values. A creature that critically succeeds at any of its saves
can still be affected by the trap on future rounds, but can’t be
forced to wail by the trap.
Reset The trap ends when the trap is unable to make a
creature scream (usually because no creature failed its save
on the previous turn or because all creatures have critically
succeeded in the past). It then resets over 24 hours, as a new
scream builds up in the mummified larynx.

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