The Verdigris Kiss
The Verdigris Kiss is a compact alchemical defense that releases a pressurized spray of corrosive acid when disturbed. It was designed to punish intruders who assume that a small, beautiful object is harmless. The hazard is simple, but its placement and lingering residue can make the entire room feel unsafe.
The Verdigris Kiss
Defenses
Detection
“A thumb-sized glass ampoule rests inside a bronze cradle, its cloudy green acid slowly crawling upward against gravity. Hairline tubes run from the cradle into nearby masonry, while the air around it smells of wet stone, bitter herbs, and pennies.”
Standard Engagement
The hazard triggers when the ampoule is lifted, its cradle is forced, or the pressure plate beneath it bears significant weight. A character can intentionally trigger it from within Close range by striking or throwing an object at the mechanism.
When triggered, the hazard sprays acid at the nearest creature within Close range. If no creature is available, it sprays the most valuable exposed object in the area. The acid splashes across a small nearby space, leaving a dangerous residue until the end of the scene.
The hazard does not reset automatically. If the ampoule remains intact after a partial activation, it can be reset with an hour of careful alchemical work. A broken ampoule requires replacement materials and a successful crafting action.
The hazard sprays a nearby target or a tight cluster of targets within Close range. Each affected character makes a Reaction Roll against the hazard's difficulty. On a failure, they take 2d8+3 direct damage and become Caustic. On a success, they take half damage and avoid the condition.
A Caustic character takes 1d6 direct damage at the start of their next action as the acid continues eating through clothing, armor, or exposed skin. The condition ends when the character spends an action flushing the acid with a suitable neutralizing substance or receives appropriate magical aid.
The acid residue covers a small area within Close range of the hazard. The first character to move through it after the trigger must make a Reaction Roll against the hazard's difficulty or take 1d6 direct damage and become Caustic.
If the hazard is triggered while adjacent to a wooden door, rope, parchment, or other vulnerable object, that object is damaged or destroyed at the GM's discretion. This can open a passage, ruin evidence, or create a new complication.
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