Hazards
Simple hazards trigger once and can be detected/disarmed; complex hazards roll initiative and act each round with HP and routines like monsters. Both rated by level.
Hazards are environmental dangers, traps, and magical effects that threaten characters during exploration and encounters.
Simple Hazards
Simple hazards pose a one-time threat. Once triggered (or detected and disarmed), they are no longer a danger. Examples: pit traps, poisoned needles, falling debris.
Detecting: Perception check against the hazard's Stealth DC during exploration. Characters using the Search exploration activity get an automatic check.
Disabling: Usually requires a skill check (Thievery to disarm a trap, Crafting to jam a mechanical device, Arcana or Religion to dispel a magical ward). Each hazard lists its disable DC and method.
Complex Hazards
Complex hazards act like monsters during encounters:
- They roll initiative when triggered
- They have a routine (a set of actions performed each round)
- They have HP and can be damaged to reduce or destroy them
- They may have hardness that reduces damage taken
- They persist until destroyed, disabled, or their duration expires
Examples: flooding rooms, collapsing ceilings, animated magical wards, spreading fires.
Hazard Statistics
| Stat | Description |
|---|---|
| Stealth | DC to detect the hazard before it triggers |
| Perception | The hazard's own ability to detect intruders (complex hazards only) |
| AC / Saves | Defense values for targeting the hazard |
| HP / Hardness | How much damage it can take; hardness reduces each hit |
| Disable | Skill and DC to disarm or deactivate |
| Routine | What the hazard does each turn (complex only) |
Hazard Level
Hazards are rated by level like creatures. The level indicates appropriate party level for a challenging but fair encounter.