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Gala CrowdHazard 4

Unique Complex Environmental 
Source Dead Man's Party pg. 84
Complexity Complex
Stealth -10 (+12 initiative)
Description The panicked crowd of gala attendees reacts to the unexpected attack.
Disable DC 19 Intimidation, DC 21 Diplomacy, or DC 24 Athletics to get guests to move out of harm's way; four total successes across all skills are required to disable the hazard
AC 18, Fort +11, Ref +11
HP 60; Weaknesses area 5
Panic at the Gala [reaction] Trigger A creature rolls initiative; Effect The crowd stampedes, dealing 4d6 bludgeoning damage to anyone on the great room floor (DC 20 basic Reflex save) then rolls initiative
Routine (1 action) The crowd reacts in one of the following ways, determined by a d12 die roll:
  • 1–2 Hunker Down: The crowd freezes in fear. It provides lesser cover to all creatures in the great room for 1 round.
  • 3–4 Run!: Determine a random direction. Each creature in the area must succeed at a DC 21 Fortitude save or be moved 10 feet in that direction. On a critical failure, they're also knocked prone. This is forced movement.
  • 5–6 Hysteria: The crowd's dread is contagious. Each creature in the area must attempt a DC 21 Will save or become frightened 1 (frightened 2 on a critical failure).
  • This is an emotion, fear, and mental effect.
  • 7–8 Wailing: The cries make it hard to concentrate. For 1 round, any creature in the area that attempts an action with the concentrate trait must succeed at a DC 4 flat check or the action is disrupted. This is an auditory effect.
  • 9–10 Crushing Press: Members of the crowd shove and push, trying to find a way to safety. Each creature in the area takes 2d8+5 bludgeoning damage (DC 21 basic Fortitude save).
  • 11–12 Wild Dismay: The chaos is overwhelming. Each creature in the area must attempt a DC 21 Will save or become confused for 1 round. This is an emotion and mental effect.

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