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Hazards

Doomed Shuttle

Level 3

uncommonMagicalTechTrap

Stealth +12 (trained) to notice necromantic energy emanating from the cockpit (allowing the use of Arcana to Disable). Disable DC 16 Piloting (trained) to take control and force the shuttle to a lower altitude, DC 18 Arcana (trained) or Thievery (trained) to counter the necroblast long enough to prevent its detonation, DC 20 Perception to look for the closest landing zone, DC 20 Crafting (trained) to take apart the console and defuse the bomb, DC 23 Religion to pray for divine intercession; four total successes are required to defeat the hazard. A creature that succeeds at any of these checks gains a +1 circumstance bonus on their save against the hazard's damage for 1 round. Final Countdown Reaction Trigger The encounter begins; --- Routine (3 actions) Void energy leaks out from the console as the necroblast prepares to detonate. All creatures on the ship take 2d6+4 void damage (DC 18 basic Will save). --- Reset The bomb goes off after 4 rounds.

Complex Hazard · Level 3

The necroblast begins its detonation countdown, and the doomed shuttle rolls initiative.

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