OK. here's version 2 of the Hazard. I simplified it somewhat by reducing it from 2 hazards down to 1.
would love some feedback (flavour, difficulty, per other's comments a sense of any gaps or holes in its construction)? typing these 2 out, there certainly is an art to designing succinct hazards. I failed at this, but like, for reasons ok?
Spirit Tree Hazard 8
Complex Environmental Hazard
Stealth +22 (Expert)
Description: This is a complex environmental hazard designed to challenge the party physically and mentally. The Spirit Tree is attempting to “steal” the knowledge from the players through the commands of the Village elder (Druid). Unbeknownst to the spirit tree, who normally accepts the knowledge of a willing participant it believes the same situation applies here. The spirit tree itself first tries to establish a physical connection with a creature it is attempting to merge with. Once connected, the spirit tree next attempts to “consume” the accumulated knowledge and Lore the PC possesses. As this knowledge draws closer, the creature is closer to being merged with the tree. Once the knowledge has been fully integrated, the creature has been entirely melded into the body of the spirit tree and with the creatures essence forming part of the Spirit Tree’s living knowledge of the Ekujae tribe.
Disable: This hazard can be disabled as follows:
Once no creature is Grasped by the Spirit Tree and none are within range of the grasping branches the hazard instantly ends with the Tree Spirit going quiescent. Alternatively, the PC’s can disable the Hazard by either soothing the Spirit within, damaging the tree sufficiently or a combination of the 2 to prevent it from continuing to merge.
To sooth the Spirit Tree, use the following skills and DC’s as a guide: DC 31 Nature roll, DC 23 Survival DC 28 Occultism, DC 24 performance, DC 26 Religion,
Critical Success: +2 successes
Success: +1 success
Failure: -1 success
Critical Failure: -2 success
To harm parts of the tree or branches, AC 24 Hardness 8, HP 16. If achieved in a single attack, count as 1 success.
A total of 6 successes must be accumulated to disable this hazard. If the Spirit Tree was disabled through mostly physical attacks, the Ekujae will consider this a hostile act, regardless of how the attack happened. Ekujae reputation is decreased by 2.
Grasping Branch: [reaction]
Trigger: A creature is asleep and dreaming within 60' of a Tree Spirit who hungers for knowledge.
Effect: The tree lowers a branch on each sleeping creature within range. each creature must make a
DC 28 Reflex Save to avoid contact:
Critical Success: The PC avoids the branch and wakes immediately
Success: the PC avoids the branch but remains asleep
Failure: The PC is grasped by a branch entering Stage 1
Critical Failure: The PC is grasped by a branch and enters Stage 2 as they are dragged closer to the Spirit Tree.
Routine (3 Actions)
Action 1: The Tree attempts to Grasp all PC’s within range who are not already grasped by a branch. Each creature must make a
DC 28 Reflex Save to avoid contact with the Tree’s branches:
Critical Success: The PC avoids the branch and hardened their mental resolve by gaining a +2 circumstance bonus to their next Reflex Save to avoid contact with a Spirit Tree branch.
Success: the PC avoids a branch
Failure: The PC is grasped by a branch and enters
Stage 1 of the Spirit Tree’s engulfment.
Critical Failure: The PC is grasped by a branch and immediately advances to
Stage 2
Action 2: Each PC grasped by a branch is inside a living dream pertaining to their specific Lore Skill. This dream is the subconscious transference of the PCs particular knowledge and/or skill. Each PC must attempt to resist the Spirit Tree's knowledge theft as they sense this draw will result in the PC and Tree becoming one.
For each PC that is Grasped by the Spirit Tree, each will have vivid dreams pertaining to their individual Lore skill as follows: (Note: Names below are of my Player Characters)
Rathanus: Lore Alcohol
Firetail: Lore Port Peril
Ushii: Lore Fortune-telling
Andrus: Lore Warfare
Enki: Lore Cult
The Spirit Tree is using the dream state to more fully extract their knowledge and to keep each creature docile as the merge takes place. Each PC must attempt a
DC 23 Will save to resist the images from the individual scene, else they will continue having knowledge taken from them.
Critical Success: The Dreamscape wavers. The PC can temporarily perceive their condition and circumstances by seeing through the veil. the PC automatically recovers 2 Stages. If a PC ever drops below Stage 1, that PC is no longer grasped by a branch.
Success: The PC resists the draining of their knowledge and recovers 1 Stages. If a PC ever drops below Stage 1, that PC is no longer grasped by a branch.
Failure: the PC is slipping deeper into the Spirit Tree's mental control. the Tree has an easier time manipulating the PC's physical form and deepening its mental links. the PC advances by 1 stage
Critical Failure: the PC advances 2 stages as the torrent of knowledge flows out of them.
Track each PC individually as each will be at different stages of their knowledge transfer and in being engulfed by the Spirit Tree.
Stage 1: The Spirit Tree has made physical contact with a creature through one of its branches or limbs.
Stage 2: The Spirit Tree has moved the creature ½ the distance closer to the Spirit Tree’s trunk
Stage 3: The Creature has been brought alongside the Spirit Tree’s trunk and full physical contact has been made.
Stage 4: The Creature has begun to merge with the Spirit Tree with much of its physical form being subsumed into the Tree.
Stage 5: The Spirit tree is attempting to complete the merge and thereby absorbing all the PC’s knowledge in itself.
Action 3: Merge! For each PC who is at Stage 5, a final desperate attempt to stop a merge from happening occurs subconsciously. Each PC Grasped must make a
DC 22 Fortitude Saving Throw to prevent the final merging of their body into the Spirit Tree.
Critical Success: prevent the merge from happening and recover 1 Stage.
Success: Prevents a merge from happening but remain at Stage 5.
Failure: the merge occurs.
Actions on Players Turns:
In the Physical world: Attempt to free a PC from a branch. AC 24, Hardness 8, HP 16. If successful in a single attack, the PC is disconnected from a branch, is no longer in any stage of progression and can act in the physical world on their turn. Additionally, PC’s may also attempt to disable the hazard through damaging the tree or soothing the spirit. Finally, the PC’s may attempt to escape their room and thus disabling the hazard as well.
In the Dreamscape: PC’s can attempt to use their own skills to delay and confuse the spirit and thus delaying advancement along the Merge stages. Once a PC goes below Stage 1, they are no longer in the dreamscape and are returned to the physical world. The tree resists with a DC 22 against a knowledge-based skill check.
Critical Success: decrease stage by 2
Success: decrease stage by 1
Failure: no change
Critical Failure: Increase stage by 1