Choking Cinnabar Steam-Vents
A series of floor-level vents connected to a pressurized geothermal pocket below the dungeon. The air is thick with a reddish, sulfurous powder that reacts violently with heat.
Choking Cinnabar Steam-Vents
Defenses
Detection
“The stone floor is stained with vibrant red streaks of cinnabar. Small, regular perforations in the flagstones hiss faintly, releasing wisps of pungent, yellow-tinted steam that creates a shimmering heat haze near the ground.”
Standard Engagement
A creature enters the area or stays within it for more than 1 round.
The hazard takes 3 actions on its turn. Each action it spends 1 action to fire a Burst of Scalding Steam at a different random creature in the area. If no creatures are in range, it instead spends an action to Vent Toxic Dust, increasing the concealment in the room.
The hazard resets after 1 hour of inactivity as pressure builds back up.
The hazard targets a random creature within 15 feet. The target takes 2d6 fire damage (DC 18 basic Reflex save).
The steam carries cinnabar dust. Any creature that takes fire damage from the hazard must also succeed at a DC 16 Fortitude save or become sickened 1 from the toxic fumes.
After the hazard has taken its first turn, the area becomes lightly obscured (concealed) as red dust and steam fill the room. This effect persists until 1 minute after the hazard is disabled or stops its routine.
If a creature deals at least 5 fire damage to the floor, the hazard immediately uses one Burst of Scalding Steam action as a reaction.
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