Smoke-Filled Room

Level 2Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
-10
Recall Knowledge DC 16 (arcana)

Abilities

Choke

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.


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 dragge

Burning Room

The flames and heat deal 1d6 fire damage (DC 16 reflex save) to creatures who end their turns in these burning chambers as long as the fires continue.

Breaking the room's glass window before the fire is extinguished causes the fire within to flare up and deal 2d6 fire damage at the end of that round (rather than the standard 1d6), but once at least three of the burning rooms have their windows ventilated, the smoke in these rooms and in area A16 lessens, and the DC of the Fortitude save to res

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.

Thick smoke fills this room, making it difficult to see and breathe.