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Traps and Hazards

Traps and hazards are the Overseer's tools for adding excitement, suspense, and challenge to the game. While both can be deadly, they serve different purposes and operate in distinct ways.

Traps are deliberately constructed obstacles, designed to harm, hinder, or capture unsuspecting victims. They can be as simple as a hidden pit or as complex as a series of interconnected mechanical devices. Traps are often created by intelligent beings, such as rival Hunters, cultists, or even the Horrors themselves.

Hazards, on the other hand, are dangerous environmental features or supernatural phenomena. They can range from natural obstacles like quicksand or unstable ruins to eldritch mists, cursed zones, or reality-warping anomalies. Hazards are rarely intentional; instead, they are the byproducts of the world's inherent chaos and the influence of Horrors.

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As an Overseer, it's your job to use traps and hazards to create a sense of danger, encourage creative problem-solving, and keep your Hunters on their toes. But be careful not to overdo it! A well-placed trap or hazard can be a memorable highlight, but too many can bog down the game and frustrate your players.

Detecting and Disarming Traps

Spotting a trap before it's triggered can mean the difference between life and death. Hunters can detect traps by making an Awareness check, with the difficulty determined by the complexity and concealment of the trap. Overseers should reward clever ideas and teamwork, such as using specialized tools or combining the efforts of multiple Hunters.

Once a trap is detected, disarming it requires a successful Awareness check, with the difficulty based on the trap's intricacy. Failure can result in the trap being triggered or the Hunter being placed in a precarious situation.

Example

Overseer: "As you step into the ancient crypt, you notice a series of intricate runes carved into the floor. They seem to be arranged in a specific pattern, but you can't quite make out their purpose."

Amy: "I've seen runes like this before! They're part of a magical trap. I want to examine them more closely."

Overseer: "Alright, give me an Awareness check."

Amy: (rolls) "I got a 16!"

Overseer: "You realize that stepping on the runes in the wrong order will trigger a burst of eldritch energy. But with your knowledge of arcane symbology, you think you can safely navigate the pattern."

David: "I'll follow Amy's lead. We can't afford any missteps here."

John: "Yeah, I'm not taking any chances with magic mumbo-jumbo. Lead the way, Amy!"

Overcoming Hazards

Hazards are less about careful detection and disarming and more about quick thinking and adaptability. When the Hunters encounter a hazard, the Overseer should present the situation clearly and allow the players to come up with creative solutions.

Hazards can often be overcome through the use of specific skills, abilities, or equipment. For example, a chasm might be crossed with a grappling hook and rope, while a supernatural darkness could be dispelled with a light-based Horror ability.

A few examples of hazards are:

HazardEffect
AcidInflicts 2d4 toxic damage per turn.
AdhesiveReduces movement to 0ft. Requires a DT 15 Strength check to escape.
DarknessReduces maximum range to 0 ft.
ElectricityInflicts 2d6 electric damage per turn.
FallingInflicts 1d6 impact damage per 10 ft. fallen.
Falling ObjectsInflicts 2d4 impact damage per turn.
FireInflicts 2d6 fire damage per turn.
FogReduces maximum range to 10 ft.
Freezing ColdInflicts 2d6 cold damage per turn.
RadiationInflicts 2d8 radiation damage per turn. Each turn spent in a radiation area increases a Hunter's Fatigue level by one.
RainReduces maximum range to 120 ft.
Zero GravityReduces movement by 25 ft. when not near a surface.
Example

Overseer: "As you push deeper into the swamp, a thick, green mist begins to rise from the fetid water. It clings to your skin and seems to whisper dark secrets in your ears."

David: "This must be the 'Mist of Madness' the locals warned us about. We need to find a way through without succumbing to its effects."

John: "I've got an idea! The 'Radiant Blast' from my talisman creates a burst of pure light. Maybe that can burn away the mist, at least for a short while."

Amy: "Good thinking, John! I'll try to discern any patterns in this wretched mist. I think the locals mentioned that it flows in a spiral?"

Overseer: "John, your Radiant Blast does indeed push back the mist, creating a temporary safe zone. Amy, your knowledge of eldritch magic allows you to spot a winding path through the swamp where the mist seems thinner. It will be a treacherous journey, but you now have a chance of making it through."

Making Traps and Hazards Memorable

The best traps and hazards are those that create compelling stories and push the narrative forward. They should challenge the Hunters in unique ways, forcing them to think creatively and work together.

When designing a trap or hazard, consider how it fits into the larger story. Is it a clue to a greater mystery? A obstacle that tests the Hunters' resolve? A chance for character development and roleplay?

Also, don't be afraid to have fun with your traps and hazards! A pit trap filled with glowing slime or a sentient statue that taunts the Hunters can be just as memorable as a deadly spike trap or a bottomless chasm.

Hunter's handbook

Traps and hazards can be tough, but they're also a chance for a Hunter to shine. There's nothing quite like the rush of figuring out a devious puzzle at the last minute or pushing through a supernatural storm to save your friends.

Remember, traps and hazards are tools for creating an immersive, challenging, and ultimately rewarding experience. Use them wisely, and your Hunters will be talking about their daring escapades for sessions to come!