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Hazards

Hall of Fiery Doom

Level 10

commonComplexHaunt

Stealth +32 (master)

Disable two DC 32 Athletics or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 Arcana, Occultism, or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.

Burst of Fire [Reaction]

Level 10 · Complexity Complex

Stealth +32 (master)

Disable

  • Athletics DC 32 — or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two
  • Arcana DC 35 — , Occultism , or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.

Trigger A creature enters the hall or ends its turn in the hall

Effect The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative.

Reset The hall falls quiet for 24 hours, after which it can trigger again.