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Hazards

Mortar Shells

Level 3

commonMechanicalTrap

Stealth DC 17 (trained) Disable DC 16 Warfare Lore to engage the mortar safety switches, DC 18 Thievery to jam the auto-loading mechanisms so no more ammunition can be cycled, or DC 20 Athletics to push the tubes out of alignment such that the projectiles no longer threaten the battlefield AC 17, Fort +12, Ref +6 Mortar Tube Hardness 10 Mortar Tube HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Exploding Ordinance Reaction Trigger A creature fails its check to disable the mortar shells hazard; --- Reset The hazard resets automatically. Any time a PC leaves the trenches, they're targeted by Exploding Ordinance until the mortar shells hazard is disabled.

Simple Hazard · Level 3

AC 17 · Fort +12 · Ref +6 · Hardness 10 · HP 40 (BT 20)

A mortar shell explodes, dealing 2d10 fire damage in a 10-foot burst centered on a corner of the triggering creature's square with a DC 18 basic Reflex save.

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