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Play TimeHazard 3

Complex Haunt 
Source For the Cause pg. 35
Complexity Complex
Stealth +13 (trained)
Description An old, dusty toy box creaks open and forcefully expels a series of cracked and broken toys.
Disable DC 19 Occultism (trained) to exorcise the spirits of the toy box, DC 20 Athletics (trained) to hold the toy box closed momentarily, or DC 21 Diplomacy (trained) to convince the spirits that play time is over; three total success are required to disable the haunt.
AC 16, Fort +12, Ref +7
Hardness 10 (toy box), HP 45; Immunities critical hits, object immunities, precision damage
Terrifying Toy Box [reaction] (emotion, fear, mental, occult, visual) Trigger A creature approaches within 10 feet of the toy box; Effect The toy box lid slowly opens with a groan, revealing a yawning chasm into nothingness. Each creature who can see the toy box must attempt a DC 23 Will save. The haunt then rolls initiative.

Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2 and can’t reduce its frightened condition below 1 while the haunt is active.
Critical Failure As failure, but frightened 4.
Routine (1 action) The toy box belches forth a 15-foot cone of toys, dealing 3d8 bludgeoning, piercing, or slashing damage (chosen randomly each time) with a DC 20 basic Reflex save.
Reset The haunt deactivates 1 minute after all creatures leave the room or if the toy box is destroyed. After 1 hour, if the toy box remains, the haunt reactivates. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed when the attic whisperer in area D5 is destroyed.

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