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Hazards

Looking for and disarming hazards is a common exploration scene. Hazards shouldn't appear out of nowhere. A trap might be on a door's lock, a …

Looking for and disarming hazards is a common exploration scene. Hazards shouldn't appear out of nowhere. A trap might be on a door's lock, a security checkpoint, or so on. Foreshadow traps with environmental clues, suspicious architecture, signs of the trap's past activations, and other signs. Remember that a surprise that's entirely unexpected is often very unsatisfying. Simple hazards occur in exploration mode, but when a complex hazard triggers, move to exploration mode. When any hazard triggers, clearly depict what action by a PC set off the hazard, what happens as the hazard activates, and illustrate any aftereffects. Remember that a damaging hazard won't always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar narrative setback beyond just damage or another easily removed condition.

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