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There is a Legacy version here.

Confounding BetrayalHazard 8

Complex Haunt 
Source GM Core pg. 105 2.0
Complexity Complex
Stealth +21 (expert)
Description Allies appear to shed their disguises and reveal themselves to be malevolent monsters.
Disable DC 28 Deception (expert) twice to confound the haunt with your own deceptions, or DC 28 Occultism (trained) twice to create a ward against the haunt’s mental influence
Unmask [reaction] (illusion, occult) Trigger Two or more creatures enter the haunt’s area; Effect Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save. The haunt then rolls initiative.

Critical Success The creature sees through the illusions entirely and is temporarily immune to the haunt’s routine for 1 minute.
Success The creature is unaffected by the strange images.
Failure The creature believes the illusions to be true; if they become confused by the haunt’s routine, they can’t attempt flat checks to end the confused condition when they take damage.
Critical Failure As failure, but the creature is left with a lingering suspicion of others and can’t benefit from Aid reactions for 24 hours.
Routine (1 action; illusion, incapacitation, occult) The haunt continues to confound victims’ senses and inspire them to commit violence against each other. Each creature in the haunt’s area must attempt a DC 26 Will save. <%CRIT.EFFECTS#1698>
Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter