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Vision Of NetherspaceHazard 4

Unique Magical Trap 
Source The Dead God's Hand pg. 61
Complexity Simple
Stealth DC 22 (trained)
Description An ornate wooden throne decorated with the Eye of Aroden offers a harrowing and very realistic vision to those who sit upon it.
Disable DC 22 Thievery to deface hidden runes that trigger the trap or DC 24 Arcana or Religion to blunt the trap’s magical effects. Once disabled in any of these ways, the vision of netherspace still grants the complex vision, but the triggering creature ignores the effects of a failure or critical failure, treating both of those instead as successes.
Impart Vision [reaction] (mental) Trigger A creature sits on the throne; Effect The creature experiences a brief but complex vision over the course of a round that appears to the creature to take quite a bit longer. In the vision, the triggering creature suddenly sees monstrous, shadowy figures flitting about the ship’s deck—mechanical men, amorphous blobs, reptilian giants, and so on. The figures move at irregular, inconsistent speeds and intersect one another at times, as if the viewer is watching a series of recorded images taken over decades interposed atop one another and replayed all at once.

In their mind, the sitter hears several whispering voices speaking to them at once in a dozen different languages. Many sound human, but others sound like the turning of cranks, the sibilance of a swarm of snakes, the buzzing of insects, and stranger. Anyone capable of speaking even a single language can make out the gist of what the voices are saying—“take me home,” “release us from our prison,” and so on. A particularly loud voice calls out: “Seize the cubic helm. Release the ship. Let yourself go, and we will show you how.” The triggering creature must attempt a DC 21 Will save at this time.

Critical Success The creature gains exact knowledge of how an ether ship and its components (including the cubic helm, ether sails, and phase spike) function.
Success The creature gains exact knowledge of how a cubic helm functions.
Failure The creature’s perception of the vision feels as if it persists for hours; they emerge from the vision with a headache but no insights into the function of the ship or its components. The PC takes 2d8 mental damage.
Critical Failure As failure, but the vision feels like the passage of days, not hours. The creature takes 4d8 mental damage and becomes fatigued.

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