Rules / Hazards / One-Roll Hazards
One-Roll Hazards
For each archetype: choose the hazard's level from where it's placed; its Detection DC (15 + level), its Reaction Save DC (15 + level) and its four Passive Awareness thresholds (level + 1, + 6, + 11, + 16) all follow from that. Then roll one of each die below. The tables are in the Roll Tables compendium (Hazards folder), and the Encounter Builder's random-hazard button rolls a complete one for you.
Instant Strike
d12 — Trigger: 1. Pressure plate (Mechanical — Thievery); 2. Tripwire (Mechanical — Thievery); 3. Weighted floor panel (Mechanical — Thievery); 4. Touch or opening something (Mechanical — Thievery); 5. Proximity ward (Magical — Mysticism); 6. Command-word misfire (Magical — Mysticism); 7. Residual curse (Magical — Mysticism); 8. Sound-triggered (Mechanical — Thievery); 9. Broken light beam (Mechanical — Thievery); 10. Root or vine tension (Natural — Survival); 11. Animal instinct or scent (Natural — Survival); 12. Spark from an unstable vein (Natural — Survival).
d10 — Damage Type: 1. Bludgeoning; 2. Piercing; 3. Slashing; 4. Fire; 5. Cold; 6. Lightning; 7. Acid; 8. Poison; 9. Thunder; 10. Force.
d20 — Physical Form: 1. Spring-loaded blade; 2. Swinging pendulum; 3. Collapsing floor panel; 4. Dart battery; 5. Rolling boulder; 6. Spike wall; 7. Crushing ceiling; 8. Thorned vine; 9. Arcane bolt; 10. Rune-etched stone burst; 11. Weighted net; 12. Steam or gas vent; 13. Bear-trap jaws; 14. Javelin rack; 15. Powder cache; 16. Animated statue; 17. Ice-slick burst; 18. Whirling saw; 19. Charged grate; 20. Glass burst.
d8 — Sensory Tell: 1. A faint smell; 2. A subtle sound; 3. A visual irregularity; 4. A temperature difference; 5. An odd texture underfoot or underhand; 6. Structural wear nearby; 7. A residue or stain; 8. A hard-to-place unease.
d6 — Reaction Pairing: 1. Fortune: Brace / Misfortune: Jump; 2. Fortune: Brace / Misfortune: Duck; 3. Fortune: Jump / Misfortune: Brace; 4. Fortune: Jump / Misfortune: Duck; 5. Fortune: Duck / Misfortune: Brace; 6. Fortune: Duck / Misfortune: Jump.
d4 — Targeting: 1. Single target; 2. Small burst (plus adjacent); 3. Line (corridor-width); 4. Whole area.
Damage: 1d6 per hazard level, of the rolled damage type. Writing the rungs: use the Sensory Tell for Rungs 1–2 (a vague version, then a concrete one), and the Trigger and Physical Form for Rungs 3–4 (recognising what the hazard is and how it works).
Displacement
d12 — Trigger: 1. Pressure plate (Mechanical — Thievery); 2. Tripwire (Mechanical — Thievery); 3. Weighted floor panel (Mechanical — Thievery); 4. Touch or opening something (Mechanical — Thievery); 5. Proximity ward (Magical — Mysticism); 6. Command-word misfire (Magical — Mysticism); 7. Residual curse (Magical — Mysticism); 8. Stepping on a marked space (Mechanical — Thievery); 9. Crossing a hidden threshold (Mechanical — Thievery); 10. Root or vine snare (Natural — Survival); 11. Disturbing an animal den (Natural — Survival); 12. Unstable ground (Natural — Survival).
d10 — Outcome: 1. Sealed in; 2. Swept away; 3. Bound in place; 4. Dropped a level; 5. Space closes in; 6. Teleported a short way; 7. Suspended; 8. Buried; 9. A companion or item is locked out; 10. Magically marked for later.
d20 — Physical Form: 1. Grinding stone wall; 2. Iron portcullis; 3. Collapsing rope bridge; 4. Tightening net; 5. Closing stone jaws; 6. Trapdoor; 7. Rushing water channel; 8. Swinging cage; 9. Shifting sand pit; 10. Snapping vines; 11. Sealing ward-glyph; 12. Hoisting pulley rig; 13. Falling rubble; 14. Sliding wall panel; 15. Air whirlpool; 16. Spring shackles; 17. Retracting rope ladder; 18. Sinking platform; 19. Curling metal cage; 20. Shimmering rift.
d8 — Sensory Tell: 1. A faint smell; 2. A subtle sound; 3. A visual irregularity; 4. A temperature difference; 5. An odd texture underfoot or underhand; 6. Structural wear nearby; 7. A residue or stain; 8. A hard-to-place unease.
d6 — Reaction Pairing: 1. Fortune: Brace / Misfortune: Jump; 2. Fortune: Brace / Misfortune: Duck; 3. Fortune: Jump / Misfortune: Brace; 4. Fortune: Jump / Misfortune: Duck; 5. Fortune: Duck / Misfortune: Brace; 6. Fortune: Duck / Misfortune: Jump.
d4 — Severity: 1. Minor — undone on its own next turn; 2. Moderate — needs a successful check; 3. Significant — needs help or a tool; 4. Lasting — until disabled or reset.
Writing the rungs: the Sensory Tell for Rungs 1–2, the Trigger and Outcome for Rungs 3–4.
Ambient Affliction
d12 — Trigger: 1. Stepping into the area (Natural — Survival); 2. Breathing the air (Natural — Survival); 3. Brushing the source (Natural — Survival); 4. Lingering too long (Natural — Survival); 5. Touching the source (Mechanical — Thievery); 6. Disturbing a container or seal (Mechanical — Thievery); 7. A release mechanism (Mechanical — Thievery); 8. Breaking a vessel (Mechanical — Thievery); 9. Standing in the ward (Magical — Mysticism); 10. Reading or speaking near a glyph (Magical — Mysticism); 11. Disrupting a magical field (Magical — Mysticism); 12. Absorbing residual magic (Magical — Mysticism).
d10 — Condition Flavor: 1. Sinking; 2. Poisoned; 3. Diseased; 4. Confused; 5. Frightened; 6. Drained (Might); 7. Enfeebled; 8. Clumsy; 9. Sickened; 10. Drained (Reflex).
d20 — Physical Form: 1. Sinking mud; 2. Drifting spores; 3. Creeping mold; 4. Biting insects; 5. Caustic slime; 6. Thorned thicket; 7. Toxic mineral vein; 8. Venomous fungi; 9. Gnat swarm; 10. Numbing lichen; 11. Decaying ward; 12. Cursed reliquary dust; 13. Enchanted miasma; 14. Contagion glyph; 15. Leaking machinery; 16. Gas vent; 17. Leaking cistern; 18. Dust-shedding stonework; 19. Stagnant pool; 20. Unnaturally cold ground.
d8 — Sensory Tell: 1. A faint smell; 2. A subtle sound; 3. A visual irregularity; 4. A temperature difference; 5. An odd texture underfoot or underhand; 6. Structural wear nearby; 7. A residue or stain; 8. A hard-to-place unease.
d6 — Reaction Pairing: 1. Fortune: Brace / Misfortune: Jump; 2. Fortune: Brace / Misfortune: Duck; 3. Fortune: Jump / Misfortune: Brace; 4. Fortune: Jump / Misfortune: Duck; 5. Fortune: Duck / Misfortune: Brace; 6. Fortune: Duck / Misfortune: Jump.
Effect: on a failed Reaction save the creature is exposed to an affliction (see Exploration, Afflictions) of the rolled Condition Flavor, with a save DC of 15 + the hazard's level, immediate onset, and stages following that condition's usual rules. Writing the rungs: the Sensory Tell for Rungs 1–2, the Trigger and Physical Form for Rungs 3–4.
Utility or Puzzle
d8 — Trigger: 1. A spoken word (Magical — Mysticism); 2. A sequence of touches or knocks (Mechanical — Thievery); 3. Pressure in the right spot (Mechanical — Thievery); 4. Aligning something (Mechanical — Thievery); 5. Presenting an item or symbol (Magical — Mysticism); 6. Waiting quietly (Natural — Survival); 7. A time, light or season (Natural — Survival); 8. A small ritual gesture (Magical — Mysticism).
d6 — Revealed: 1. Hidden passage or alcove; 2. Concealed cache; 3. A message or vision; 4. A shortcut or safer path; 5. Light, warmth or comfort; 6. A clue, memory or answer.
d4 — Physical Form: 1. Shifting wall or floor; 2. An object that opens or activates; 3. A light, sound or magical effect; 4. A natural feature parts.
It has a Detection DC but no Reaction save. Effect: the trigger makes whatever was rolled under What's Revealed accessible; no danger. Reset: the GM decides; some close again once disturbed, others stay open. Writing the rungs: the Trigger for Rungs 1–2 (a vague hint that something here responds to something, then what kind of action might matter), the Physical Form and What's Revealed for Rungs 3–4 (recognising the mechanism and, at Rung 4, the exact action needed).
Trigger domains: each trigger result names its domain and skill (Mechanical — Thievery, Magical — Mysticism, Natural — Survival), which is the skill used for its Passive Awareness and for disabling it.