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Fate Of The IomedaeansHazard 1

Unique Complex Haunt Illusion 
Source The Dead God's Hand pg. 58
Complexity Complex
Stealth +7 (expert)
Description From within his sword prison, Meloth unleashes a malign vision that accurately depict the fate of the Iomedaeans who explored this chamber six decades ago. As the PCs experience the vision, the ship shakes and lurches about.
Disable DC 17 Religion three times to oppose Meloth’s influence and to purge the vision with prayer or DC 20 Intimidation to establish spiritual dominance over the vision; once disabled in either way, the vision plays out to the end but has no detrimental effects on the PCs from that point forward (although the imps still manifest at the start of round 4 to attack the PCs).
We’re all in Hell! [reaction] Trigger Three living creatures are in area B18 at the same time; Effect Darkness fills the entire area, and a moment later, the PCs hear an unfamiliar female human voice say, “Hell. We’re all in Hell.” The ship’s ethereal mainsail drops down with a snap, dealing 1d6+3 bludgeoning damage to all creatures within 10 feet of the ship’s mast (DC 17 basic Reflex save). The haunt then rolls initiative.
Routine (1 action) Each round, the Fate of the Iomedaeans trap takes a different action, as detailed below.
Round 1 Illumination returns to the ship chamber. The ship now rolls on a sea of hellfire, while burning clouds and red lightning fill the sky. Four ghostly humans—Iomedaeans all—appear on the main deck, two against the port rail and two near the prow, manipulating the crystal lens. Their leader stands next to the wheel in area B20, while the House of Secrets wizard who accompanies them is up in the crow’s nest. He has the irezoko tattooed on his face, a different design than the one on Sarnax’s statues, but definitely in the same tradition. Each PC must succeed at a DC 17 Reflex save or be knocked prone by the rolling motion of the ship.
Round 2 The ship rolls more violently on the sea of fire. Each PC must succeed at a DC 17 Reflex save or be knocked prone. Those who critically fail are thrown overboard and appear to burn to ashes in the sea of fire (in actuality, they are merely tossed overboard and fall 15 feet to the floor below in area B12, taking normal falling damage). A PC can attempt a DC 15 Reflex save to Grab an Edge to prevent this fall by clinging to a ship's railing.
Round 3 The phantom image of a vordine devil appears in a cloud of brimstone at the center of the deck, just aft of the main mast. The PCs can smell the brimstone, but the devil itself appears ephemeral, like the Iomedaeans. The armored clerics begin drawing weapons and casting spells. The PCs cannot directly interact with these figures, but the manifestation of the devil is unsettling—all PCs in the area must succeed at a DC 17 Will save to avoid becoming frightened 1 (frightened 2 on a critical failure); this is an emotion, fear, and mental effect.
Round 4 At the start of this round, Meloth unleashes a gang of imps from the dimensional prison within Meloth's Lifedrinker, controlling them to roll up over both sides of the ship and onto the main deck. The imps roll initiative and join the encounter, attacking the PCs and ignoring the illusions. The two clerics manipulating the prow lens yell at the wizard in the crow's nest. “The lens is powering the ship's phase spike! How can we travel without the helm? How do we make it stop?” they plead. The ship rolls again, this time in the opposite direction. One of the Iomedaeans at the rail spills over the side, vanishing in hellfire. The vordine takes advantage of her companion's distraction and runs another Iomedaean through, killing her with a single blow of its jagged glaive. Two of the imps cast invisibility and then fly over to land next to a different PC in hopes of stinging them the next round. The other two imps each attempt to cast charm on a different PC, then Fly into positions above those PCs. At the end of the round, each PC must succeed at a DC 17 Reflex save or be knocked prone (but without the danger of being thrown overboard this time). The two imps who cast invisibility must also attempt this save to avoid being knocked prone; the flying imps take 1d6+3 bludgeoning damage from being battered by the mast, rigging, railing, or other portions of the ship (DC 17 basic Reflex save).
Round 5 The ship rights itself again, and the vordine closes with the two clerics at the bow. From the crow's nest, the wizard blasts a bolt of lightning at the devil. The vordine deflects the spell with a casual wave of its claw (a dramatic flourish added by Meloth), and an electric shock surges through the planks of the main deck to arc through the rigging. Each PC and each imp takes 1d6+3 electricity damage (DC 17 basic Reflex save). During this round, all the imps land and attack different PCs. Round 6 The vordine kills both of the Iomedaeans near the crystal lens. From the crow's nest, the wizard screams at the Iomedaean leader, who still attends the wheel. Black smoke pours from her mouth and eyes. PCs who succeed at a DC 20 Perception check notice a shadowy, winged, one-eyed form looming over her, whispering into her ear (a shadowy manifestation of Meloth himself). She deliberately turns the wheel sharply, pitching the Provarion forward desperately, resulting in another violent shift akin to the one that occurs on round 2 (potentially throwing PCs and imps overboard).
Round 7 The vordine translocates from the ship's bow up into the crow's nest. The wizard's screams are cut off as the devil lops off his head, which topples down to the main deck, taking two awkward bounces before landing at the feet of a PC (if possible, a PC with the Mystery Adept background). That PC sees the wizard's lips move and believes the head is mouthing a threat of “I see ye!” The PC must attempt a DC 17 Will save to avoid becoming frightened 1 (frightened 2 and fleeing as long as they remain frightened on a critical failure); a PC who has the Read Lips feat realizes that instead the wizard was mouthing a hopeless cry of “Save me!” and automatically gets a success on the Will save. Round 8 The vordine translocates down to the ship's wheel. The phantom figure behind the Iomedaean leader vanishes like smoke (assuming the PCs ever saw it in the first place) as the devil appears in its place. As the vordine runs the leader through from behind, killing her with his trident, the devil seems to look directly into the eyes of each observer. Each PC must attempt a DC 17 Will save to avoid becoming doomed 1; this has the emotion, fear, mental, and visual traits.
Round 9 The haunt ends, but the imps continue to fight to the death if any still live.

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