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Hazards

Smoke-Filled Hallway

Level 2

commonComplexEnvironmental

Stealth +0 (noticing the smoke is automatic)

Disable While a spell like gust of wind can temporarily clear a path through the smoke, the hazard returns at the start of the next round as long as the fires in area A17 continue to burn; DC 18 Survival to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.

Choke [Reaction]

Critical Success The creature is unaffected by the smoke.

Success The creature is sickened 1 by the smoke.

Failure The creature is sickened 1 and takes 1d6 nonlethal damage from choking on the smoke. A creature that falls unconscious from the nonlethal damage begins to suffocate in 1d4+1 rounds if not dragged to safety.

Level 2 · Complexity Complex

Stealth +0 (noticing the smoke is automatic)

Disable Survival DC 18 — to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.

Trigger A creature that isn't holding their breath walks into the hallway or starts their turn in the hallway

Effect The triggering creature must attempt a DC 18 Fortitude save.

Reset The smoke continues to affect anyone who enters area A16 until the fires in area A17 are extinguished.