The Trial of Finality
COMPLEX HAZARD 17Critical Success The creature shakes off the conviction that they are dead and realizes it was a magically induced hallucination. The Trial of Finality deactivates.
Success The creature becomes Paralyzed, and the conviction that they are dead and now watching, as a ghost, their companions from the middle of the room. The Trial of Finality rolls initiative, and the creature remains paralyzed until the end of the hazard's next turn.
Failure As success, but the creature becomes Unconscious until the end of the trial's next turn instead of paralyzed. While unconscious, the creature experiences a dreamlike vision of being carried through the River of Souls toward the Boneyard, where their soul shall be judged.
Critical Failure As failure, but the creature becomes Doomed 1, or increases the value of an existing doomed condition by 1. If the creature dies as a result of this, the Trial of Finality deactivates.
(1 or 2 actions; emotion, fear, mental) If a creature in area B4 is Paralyzed or Unconscious as a result of A Quick Death, the trial's first action is to Sustain that paralysis or unconscious effect; the paralyzed or unconscious creature can attempt a new DC 38 Will save at this time against this effect with the same potential results as detailed above for A Quick Death, and the DC cumulatively decreases by 1 on each such save. The Trial of Finality's second action is to manifest horrifying ghostly shapes in the smoke that shriek and telepathically threaten everyone in area B4, promising them their deaths are imminent. All creatures other than the paralyzed or unconscious creature currently enduring A Quick Death must attempt a DC 38 Will save.
Critical Success The creature is unaffected.
Success The creature becomes Frightened 1.
Failure The creature becomes Frightened 2.
Critical Failure The creature becomes Frightened 3 and is Fleeing as long as they remain frightened.