Etward's Nightmare
COMPLEX HAZARD 9Critical Success The creature is unaffected.
Success The creature is Sickened 1 by the incense's scent.
Failure The creature falls Unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure As failure, but if it's still unconscious after 1 hour, it wakes up automatically.
(2 actions; cold, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn't already Unconscious to save against that effect once more. Its second action is to cause any unconscious creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each unconscious creature must attempt a DC 28 Fortitude saving throw. If at the end of the round there are no unconscious creatures in the room, Etward's nightmare ends and the trap deactivates.
Critical Success The creature is unaffected and wakes up.
Success The creature remains unconscious and takes 1d10 cold plus 1d10 mental. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up.
Failure As success, but 1d10+6 cold plus 1d10+6 mental, and with a DC 32 Will save to wake up.
Critical Failure The creature remains unconscious and takes 2d10+12 cold plus 2d10+12 mental.