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Skyport Aether-Vapor Explosion - AI-generated fantasy Hazard

Skyport Aether-Vapor Explosion

As the party nears the skyport, the air grows thick with the smell of scorched ozone and liquid aether. The enemy general has sabotaged the high-pressure fueling lines beneath the party's airship, creating a ticking time bomb of volatile energy that threatens to vaporize the dock and anyone on it.

Simple · Explosion · Level 14

Skyport Aether-Vapor Explosion

As the party nears the skyport, the air grows thick with the smell of scorched ozone and liquid aether.
Spot
19
Disable
20
AC
15

At a glance

Level
14
Simple
Spot DC
19

Defences

AC
15
Fort
18
Ref
19
Will
15
Hardness
10
HP
60
BT
30

FortConstitution Save

RefDexterity Save

WillWisdom Save against fear

HardnessBrass Piping


Disable DC 20 Intelligence

The hazard

As the party nears the skyport, the air grows thick with the smell of scorched ozone and liquid aether. The enemy general has sabotaged the high-pressure fueling lines beneath the party's airship, creating a ticking time bomb of volatile energy that threatens to vaporize the dock and anyone on it.

  • Fire
  • Force
  • Mechanical
  • Urban
Stealth
(Passive Perception)
Trigger
The explosion triggers if a creature moves within 15 feet of the fueling lines, or if the lines take any damage, or 1 round after the party enters the skyport terminal.
Disable
Intelligence (Arcana) or Dexterity (Sleight of Hand) to safely vent the valves; or Strength (Athletics) to physically wrench the pipes into a cooling reservoir.
Reset
The hazard is a single-use explosion. However, secondary fires may continue to burn throughout the skyport.

Damage

Immunities

Poison, Psychic

Resistances

Fire, Piercing

Weaknesses
  • Cold (Dealing 20+ cold damage to the pipes delays the explosion by 1 round)

Effects

2
  • Aetheric Detonation

    DC 19

    Each creature within 40 feet of the fueling lines must make a Dexterity saving throw, taking 33 () fire damage and 33 () force damage on a failed save, or half as much on a successful one. Creatures that fail are also knocked prone and pushed 20 feet away from the center of the blast.

  • Debris Rain

    DC 15

    After the explosion, the skyport ceiling begins to collapse. Creatures in the area must succeed on a Dexterity saving throw or take 14 () bludgeoning damage from falling timber and stone.

Special rules

Chain Reaction.If the airship is docked and the hazard detonates, the ship's hull takes 66 damage directly, ignoring any damage threshold, and begins to drift away from the dock as the mooring lines snap.

Volatile Mist.The 20-foot radius around the pipes is heavily obscured by violet vapor. Any spell that deals fire or lightning damage cast into or through this area triggers the explosion immediately.

Spotting it

Discovery

Intelligence (Investigation) or Wisdom (Perception) to notice the rapid sequence of failing runes on the fuel valves and the dangerous pitch of the vibrating pipes.

Perception

(Wisdom)

Stop it

Signs of dangerHigh-pitched whistling sound · Smell of burning sulfur and ozone · Violet sparks arcing across the walkway · Rapidly cooling condensation on nearby metal surfaces

Countermeasures

In short

Use cold-based spells to stabilize the vapor, use Arcana to recalibrate the fuel runes, or use high-speed movement to evacuate the blast zone before it detonates.

Its story

What it looks like

A massive, shuddering tangle of brass pipes is ruptured at several points, venting brilliant violet gas.

Why it is here

To destroy the party's airship and kill the crew while the General escapes through the city streets.

Who made it

Saboteurs under General Varkas

Lore

General Varkas is known for Scorched Earth tactics.

Where it is found

Urban

Variants

Frost-Burn Leak: The gas deals Cold and Force damage instead, freezing creatures in place (restrained) rather than knocking them prone.
Massive Scale: The explosion radius is doubled, and it threatens to bring down the entire skyport district unless the party uses multiple actions to stabilize different nodes.

Plot hooks

A wounded crew member is pinned under a fallen spar right next to the leaking pipe.
The General's aide-de-camp is seen fleeing the scene with a remote detonation crystal.
Local skyport authorities blame the party for the explosion, claiming their ship was not up to safety codes.

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