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Malfunctioning PerfumeryHazard 22

Unique Alchemical Complex Environmental Mythic 
Source Pathfinder #221: Into the Apocalypse Archive pg. 25
Complexity Complex
Stealth +45 (legendary)
Description The magically and mechanically automated tools Sorshen used to aid in the crafting of perfume on the long, eastern workbench have interacted in unexpected ways, transforming the workshop into a dangerous peril.
Disable DC 52 Crafting (legendary) to quickly introduce neutralizing agents into the alchemical machinery, DC 55 Thievery (master) to disable the mechanized portions of the devices, or DC 55 Arcana (master) to counteract magical elements; four total successes are required to disable the hazard (destroying one of the four workbenches counts as one success)
Workbench AC 48; Fort +43, Ref +39
Freestanding Workbench Hardness 39; Hardness 41, HP 150 (BT 75); HP 170 (BT 85); Immunities critical hits, object immunities, precision damage
Pungent Cloud [reaction] Trigger The door to area B11 is opened or a creature enters the area, or any open flame is brought into area B11; Effect The musky fog filling the perfume laboratory billows out into the hall, spreading 5 feet from the doorway and expanding by another 5 feet each round the door remains open. All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Creatures in the fog must succeed at a DC 45 Fortitude save or become sickened 1 (sickened 2 on a critical failure); this is a poison effect. If the pungent cloud was triggered by open flame, chemicals in the air ignite into a flash of fire, dealing 6d6 fire and 6d6 poison damage to all creatures in the area (DC 45 basic Reflex save), after which the pungent cloud disperses. The hazard then rolls initiative.
Routine (5 actions) On its initiative, the malfunctioning perfumery takes the following five actions, in order. For each success at disabling it, the hazard loses one action. The targets for actions 2–5 are randomly chosen from creatures in the room, with no one creature being targeted more than once before all other creatures in the room have been targeted. For example, a party of 4 PCs will each be targeted by one of these actions. If just a single PC is in the room, they will be targeted by all four.
• 1: Crushing Notes [one-action] (olfactory, poison) The malfunctioning machinery exudes a blast of concentrated and overwhelming perfume notes into area B11. Creatures in the area must attempt a DC 45 Fortitude save or become stunned 1 (stunned 2 on a critical failure).
• 2: Nozzle Spray [one-action] (poison) Nozzles built into the machinery extend out to spray toxic, overwhelmingly cloying perfume in multiple directions. One randomly determined target in area B11 takes 14d6 poison damage (DC 45 basic Fortitude save).
• 3: Sillage [one-action] (emotion, mental) A larger, more intimidating nozzle than the one utilized in the previous action extends forward and violently sprays a staggering array of different scents at a random target in the room. The overwhelming mixture of lingering scent (the perfume’s sillage) causes the creature to take 10d6 mental damage (DC 45 basic Will save); on a failed save, the creature is also slowed 1 for 1 round by the overwhelming scents.
• 4: Oil Spill [one-action] (fire) Sparks from grinding machinery ignite a patch of spilled oil somewhere in the room—a random creature in area B11 takes 10d6 fire damage and 4d6 persistent fire damage (DC 45 basic Fortitude save).
• 5: Boiling Beaker [one-action] (emotion, mental) A pressurized beaker containing boiling fluids springs a leak, and a dislodged tube sprays disorienting, psychotropic fumes at a random creature in the room, who must then succeed at a DC 44 Will save to avoid becoming confused for 1 round (1 minute on a critical failure).

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