General Hazards | Adventure-Specific Hazards | Weather Hazards


Lights OutHazard 2

Complex Haunt 
Source For the Cause pg. 35
Complexity Complex
Stealth DC +11 (trained)
Description Patches of darkness envelop the rickety beds in this room, from which can be heard the sounds of gentle snoring from children.
Disable DC 18 Occultism (trained) to ward off the darkness or DC 19 Deception or Performance (trained) to pretend to be asleep; two total success are required to disable the haunt
Lullaby and Good Night [reaction] (auditory, incapacitation, mental, occult, sleep) Trigger At least two living creatures enter the room; Effect The sounds of a soothing lullaby fill the air. All living creatures in the room must attempt a DC 22 Will save. The haunt then rolls initiative.

Critical Success The creature is unaffected.
Success The creature gets slightly drowsy, taking a –1 status penalty to Perception checks for 1 round.
Failure The creature briefly nods off. They are slowed 1 and can't use reactions for 1 round after that.
Critical Failure As failure, but slowed 2.
Routine (1 action; darkness, occult) The haunt randomly chooses 1 living creature that it hadn't engulfed in darkness the previous round. Supernatural darkness wells over that creature, who must attempt a DC 18 Will save. On a failure, that creature is engulfed in a 5-foot emanation of darkness centered on them and is blinded for 1 round. Any creatures in the emanation must attempt their own Will save or become blinded as well. Any non-magical light sources and magical light of 1st rank or lower the primary creature is holding or wearing cease to give off light for that duration.
Reset The haunt deactivates 1 minute after all living creatures leave the room but resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed when the attic whisperer here is destroyed.

Shelyn's Corner

×