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Hazards

Grasping Currents

Level 3

uniqueComplexHaunt

Stealth +20 (trained) to notice a weird, faintly glowing ripple of the current beneath the water.

Disable DC 23 Religion to calm the unquiet spirits in the waters for an hour, or light the Eternal Lantern (automatically disables the haunt)

Ghostly Grasp [Free Action]


Routine (1 action) On its initiative, the grasping currents attempt to Grapple a swimming creature or capsize a rowboat by attempting an Athletics check with a +12 modifier. A creature that's restrained by the grasping currents is pulled underwater and risks drowning. To capsize a rowboat, the haunt's Athletics check is rolled against the pilot's Athletics or Sailing Lore DC, whichever is higher.

Level 3 · Complexity Complex

Stealth +20 (trained) to notice a weird, faintly glowing ripple of the current beneath the water.

Disable Religion DC 23 — to calm the unquiet spirits in the waters for an hour, or light the Eternal Lantern (automatically disables the haunt)

Trigger A creature attempts to cross the lake by swimming or piloting a boat

Effect Ghostly arms reach up to grab and clutch at the creature or the boat, causing a –2 penalty to the Athletics or Piloting check that triggered the haunt. The haunt then rolls initiative.

Reset The grasping currents quickly build up power and can trigger again after 10 minutes have passed.

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