The Vesper-Grog Pressurized Still - AI-generated fantasy Hazard

The Vesper-Grog Pressurized Still

A malfunctioning distillation apparatus that leaks volatile fluids and builds internal pressure until it vents toxic gases and acidic sprays.

Hazard EntryAlchemicalLevel2Complex

The Vesper-Grog Pressurized Still

2LevelUncommonRarityDungeonEnvironment
AlchemicalMechanicalArea of Effect
Level2
|
HP40
|
AC15
|
TypeAlchemical
|
ComplexityComplex
|
RarityUncommon

Defenses

AC15
Hard5
HP40
BT 20
Fort++4 (CON)
Ref++0 (DEX)
Will+None
Immune
Poison, Psychic, Necrotic
Resist
Piercing, Slashing
Weak
Cold
AlchemicalMechanicalArea of Effect

Detection

PerDC 14
StlDC 14 (Passive Perception) to notice the faint hiss of escaping gas before entering the room.
Init13

A cluster of five copper vats interconnected by lead pipes and glass tubes. The central vat is translucent, showing a churning neon-green liquid that glows faintly. Brass gauges on the side quiver near the red zone.

Standard Engagement

Trigger

The still activates if a creature moves within 10 feet of it or if the vats take any damage.

Routine

On its initiative, the hazard follows this sequence: 1. Venting Hiss: It releases a cloud of gas. 2. Build Pressure: The clanging speeds up, and the glass glows brighter. 3. Acidic Overload: If the trap has been active for 3 rounds, it sprays acid in a 30-foot line before resetting its routine.

Reset

The trap shuts down and resets after 5 minutes of no creatures being within 30 feet, provided the chemical reservoirs are not empty.

Venting Hiss

A 15-foot cube of toxic vapor erupts from the pipes. Each creature in the area must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a success.

Acidic Overload

The main vat cracks, spraying a 30-foot line of acid. Each creature in the line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much on a success.

Volatile Explosion

If the still takes fire damage, it explodes. Each creature within 20 feet must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success. This destroys the hazard.

Chemical Slick

The floor within 10 feet of the still is difficult terrain due to oily chemical leaks. A creature that moves into or through this area must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone.

Description

A malfunctioning distillation apparatus that leaks volatile fluids and builds internal pressure until it vents toxic gases and acidic sprays.

Discovery

A character can identify the trap's volatility with a DC 14 Intelligence (Investigation) or Intelligence (Arcana) check.

Archival Lore

Originally designed to mass-produce cheap curative tonics for mine workers, these stills often became death traps when the stabilization valves corroded from the inside out.

Environment
Dungeon
Theme
Industrial Decay
Creator
The Iron-Lung Alchemists Guild
Purpose
Resource production and automated laboratory maintenance.
Game System
D&D 5E
Art Style
Grimy industrial steampunk with high-contrast glowing liquids and heavy shadow-casting pipes.
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