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Hazards

Acidic Needle Launcher Hazard 16

Source PAP149

Complex Mechanical Trap

A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.

Stealth DC 38 (master)


Disable Thievery (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter.

AC 39; Fort +30, Ref +22

Hardness 26, HP 104 (BT 52); Immunities critical hits, object immunities, precision damage

Needle Rain [reaction] (attack) Trigger A creature moves into the area indicated on the map Effect The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative.

Ranged acidic needle +35, Damage 2d6 piercing plus 8d6 acid


Routine (3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map.

Catacomb Cave-In Hazard 4

Source PAP151

Environmental Trap

Stealth DC 23 (trained)

Description The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.


Disable Thievery DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in.

AC 21; Fort +12, Ref +8

Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage; Weaknesses sonic 10

Falling Stones [reaction] Trigger A Medium or larger creature approaches within 5 feet of the collapsed tunnel; Effect Massive stones in the ceiling fall, dealing 4d6 bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 basic Reflex save). Creatures that fail the saving throw are also buried and begin to suffocate. A buried creature can attempt a DC 20 Athletics check every round, breaking free on a success. Other characters who are not buried can Aid on this check.

Caustic Vapor Hazard 17

Source PAP149

Mechanical Trap

The door slams shut, and poison gas fills the room.

Stealth DC 40 (master)


Disable Occultism DC 36 (master) or Religion DC 36 (master) to exorcise the spirits

Breath Snatcher [reaction] (conjuration, occult) Trigger A living creature other than an ooze spends at least 3 rounds in the room; Effect The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within.

Caustic Nightmare Vapor (acid, poison) Oozes are immune to this poison; Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 acid damage and confused (1 round); Stage 2 6d6 acid damage, confused, and flat-footed (1 round); Stage 3 8d6 acid damage, confused, flat-footed, and stupefied 2 (1 round) Reset The trap resets after 1 day.

Dragonstorm Hazard 18

Source PAP150

Rare Environmental Magical

A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation’s retribution, the dragonstorm wreaks localized havoc.

Stealth +40 (legendary)


Disable The dragonstorm can’t be disabled—only endured.

It ends only once the attack on Breachill and Citadel Altaerein is over.

Localized Dragonstorm [reaction] (air) Trigger A new wave begins; Effect Roll 1d10 to determine which effect manifests from the following possibilities. The placement of these effects is guided by Dahak’s will, and they should manifest in the most detrimental locations possible to the PCs.

d10 Result
1–2 Acid Rain (acid) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take 6d10 acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 persistent acid damage.
3–4 Freezing Wind (cold) A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take 3d10 cold damage and 3d10 bludgeoning damage (DC 42 basic Reflex save). Creatures that critically fail are slowed 1 for 1 round.
5–6 Bolts of Lightning (electricity) Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take 6d10 electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become blinded and deafened for 1 round.
7–8 Flaming Vortex (fire) Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take 6d10 fire damage (DC 42 basic Reflex save). Creatures that critically fail their saves also take 5 persistent fire damage.
9–10 Poison Miasma (poison) Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become concealed, and creatures outside it become concealed to creatures within it. Creatures within the mist take 6d10 poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become enfeebled 2.

Dragonstorm, Lesser Hazard 20

Source PAP150

Rare Complex Environmental Magical

Stealth +38 (legendary)

A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta’s Ring.


Disable Religion DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to Apsu allow characters who are masters in Religion to attempt the check as if they were legendary instead), Thievery DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful dispel magic (10th level; DC 40) to counteract the lesser dragonstorm.

Manifest Lesser Dragonstorm [reaction] Trigger

A creature attempts to activate Vengegate;

Effect The chamber fills with a dragonstorm. Creatures within this area take 10d8 damage, equally split between acid, cold, electricity, fire, and poison.


Routine (1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within Alseta’s Ring.

Affected creatures take 10d8 damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of Alseta’s Ring (or are knocked prone and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region.

Dream Pollen Pods Hazard 3

Source PAP151

Complex Environmental Trap

Stealth +12 (trained)

Description Four magical plants inside the wagon release hallucinogenic pollen when disturbed.


Disable Thievery DC 18 (trained) to carefully remove a pollen pod or Nature DC 18 (trained) to prevent a pod from bursting.

AC 18; Fort +9, Ref +3

Hardness 1, HP 32 (BT 16); Immunities critical hits, object immunities, precision damage

Pollen Burst [reaction] Trigger The wagon door is opened or the pods are disturbed; Effect A pod makes a pollen spray Strike against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative.


Routine (4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn’t take a multiple attack penalty.

Ranged [one-action] pollen spray +12 (range 20 feet), Damage 1d8 poison and hallucinogenic pollen

Hallucinogenic Pollen A creature hit by the trap’s pollen spray must succeed at a DC 20 Will save or it is confused for 1 round and takes a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.


Reset The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn’t reset.

Elven Vengeance Hazard 19

Source PAP150

Complex Haunt

Stealth +37 (legendary) or DC 47 to notice the dagger left in the pool start to move on its own.

Description An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.


Disable Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince the haunt to stand down (elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Calistria to calm Damurdiel’s spirit.

AC 43; Fort 26; Reflex 26; Will 35

HP 128 (BT 64) dagger

Surprise Strike [reaction] (attack) Trigger A creature approaches within 5 feet of the pool’s edge; Effect The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative.


Routine (3 actions) The haunt attempts to Strike with the dagger.

Ranged [one-action] (agile, thrown 10 feet, versatile S) dagger +40, Damage 4d4+10 piercing plus 20 negative


Reset The haunt’s spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.

Endless Elven Aging Hazard 17

Source PAP149

Complex Haunt Magical

Stealth +33 (master)

Description A haunted mural fascinates characters and swiftly drains their vitality.


Disable Occultism DC 38 (master) or Religion DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently.

Painting AC 20; Fort +13, Ref +5

Painting Hardness 15; Painting HP 30 per square (6 squares must be destroyed to disable the haunt); Immunities critical hits, object immunities, precision damage

Lifelike Scintillation [reaction] (divination, occult) Trigger A living creature examines the mural or enters the room Effect The haunt activates and rolls initiative.


Routine (2 actions) The haunt lures creatures into the area using Captivate. Any actions it hasn’t used to Captivate are used to drain a living creature in the room with Live a Thousand Lives.

Captivate [one-action] (charm, enchantment, incapacitation, mental, occult) The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save.

  • Success The target is unaffected.
  • Failure The target must spend all its actions on its next turn moving into the room, and is then paralyzed until the end of its next turn.
  • Critical Failure As failure, and the target is also stupefied 2 for 1 minute.

Live a Thousand Lives [one-action] (mental, occult) The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save.

  • Critical Success The target is unaffected.
  • Success The target becomes fatigued.
  • Failure The target becomes drained 1 (or its drained value increases by 1, to a maximum of drained 3), and it is paralyzed until the end of its next turn.
  • Critical Failure As failure, but the target also becomes doomed 1 (or its doomed value increases by 1).

Reset The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again.

Envenomed Thorns Trap Hazard 2

Source PAP151

Mechanical Trap

Stealth DC 20 (trained)

Description A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.


Disable Thievery DC 18 (trained) to remove the trip wire.

AC 18; Fort +10, Ref +4

Hardness 5, HP 28 (BT 14); Immunities critical hits, object immunities, precision damage

Thorny Branch [reaction] (poison); Trigger The trip wire is touched; Effect The trap’s poisoned thorns attack the creature or object touching the trip wire.

Melee poisoned thorns +14, Damage 1d6+4 piercing plus 1d8 poison

Luminous Ward Hazard 18

Source PAP149

Magical Trap

A burst of radiance explodes from the door.

Stealth DC 40 (master)


Disable Thievery DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward

Radiant Explosion [reaction] (fire, light) Trigger A creature touches the door Effect All creatures within 20 feet of the door are scorched with brilliant light, taking 20d6 fire damage (DC 40 basic Reflex save). A creature that fails this save is blinded for 1 hour (or permanently on a critical failure).


Reset The trap resets after 1 hour.

Mental Scream Trap Hazard 19

Source PAP149

Magical Trap

A magical ward strikes intruders who enter the square indicated on the map with devastating psychic noise. The keening alerts the creatures in areas C10 and C11, who move to investigate.

Stealth DC 43 (master)

A psychic scream disorients creatures in the area.


Disable Arcana (DC 41) to suppress the magic or Thievery (DC 41) to scratch out the ward

Psychic Screech [reaction] (arcane, enchantment, incapacitation, mental) Trigger A creature enters the marked area Effect A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save.

  • Critical Success The target is unaffected.
  • Success The target is stunned 2.
  • Failure The target is paralyzed for 1 round, then stunned 2 when the paralysis ends.
  • Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

Seismic Spears Trap Hazard 19

Source PAP149

Magical Trap

Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.

Stealth DC 43 (master)


Disable Thievery DC 43 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward.

Cataclysmic Rain [reaction] (arcane, earth, fire) Trigger A creature enters the marked area; Effect Fiery spears make one Strike against each living creature within 5 feet of the marked area.

Ranged [one-action] seismic spear +40, Damage 3d10+10 fire damage and 3d10+10 piercing damage plus personal quake; no multiple attack penalty

Personal Quake A creature struck by a seismic spear is clumsy 3 for 1 round as their body shakes uncontrollably.

On a critical hit, a target must succeed at a DC 39 Fortitude save or be petrified for 1 minute, or permanently on a critical failure.


Reset The trap resets after 1 minute.

Snares

Dust Pods Snare 1

Source PAP151

Uncommon Consumable Mechanical Snare Trap

Price 3 gp you hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare’s square. The creature must attempt a DC 17 Reflex saving throw. A creature dazzled by the pollen can use an Interact action to attempt a DC 5 flat check to remove the condition.

Critical Success The creature is unaffected.

Success The creature is dazzled for 1 round.

Failure The creature is dazzled for 10 minutes.

Critical Failure The creature is blinded for 1 round and dazzled for 10 minutes after.

Thunder Snare Snare 2

Source PAP151

Auditory Consumable Mechanical Snare Trap

Price 6 gp

The snare makes a thunderous noise when a creature enters the snare’s square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw.

Critical Success The target is unaffected.

Success The target is deafened until the end of its next turn.

Failure As success, and the target also takes 1 sonic damage.

Critical Failure As success, and the target also takes 1d4 sonic damage.

Craft Requirements 1 lesser thunderstone

Grasping Tree Snare 3

Source PAP151

Uncommon Consumable Mechanical Snare Trap

Price 9 gp you rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 19 Reflex saving throw.

Critical Success The target is unaffected.

Success The target takes 1d4 slashing damage.

Failure As success, plus the target is flat-footed.

Critical Failure The target takes 2d4 slashing damage and is immobilized until it destroys the snare (AC 16, HP 25) or Escapes (DC 19).

Torrent Snare Snare 3

Source PAP151

Uncommon Consumable Mechanical Snare Trap

Price 9 gp you pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare’s square. When a creature enters the square, the snare’s square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects.

Success The target is unaffected.

Failure The target falls prone.

Critical Failure The target falls prone and is forced into one of the other squares soaked by the snare.

Fang Snare Snare 4

Source PAP151

Uncommon Consumable Mechanical Snare Trap

Price 15 gp you set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare’s square.

The first creature to enter the square must attempt a DC 20 Reflex saving throw.

Success The target is unaffected.

Failure The target takes 1 piercing damage and 2d8 poison damage.

Critical Failure The target takes 2 piercing damage and 4d8 poison damage.

Section 15: Copyright Notice
Pathfinder Adventure Path #149: Against the Scarlet Triad © 2019, Paizo Inc.; Authors: John Compton, with Tim Nightengale and James L. Sutter.Pathfinder Adventure Path #150: Broken Promises © 2019, Paizo Inc.; Authors: Luis Loza, with James Jacobs, Alex Riggs, and Owen K.C. Stephens.Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 © 2019, Paizo Inc.; Authors: Logan Bonner, Lyz Liddell, and Mark Seifter.