The Verdigris Acidworks
The Verdigris Acidworks is a network of alchemical runoff pools designed to protect restricted laboratories. It is less a single trap than a patient, hungry stain on the floor. The acid creeps toward warmth, metal, and living movement, making even a successful crossing feel watched.
The Verdigris Acidworks
Defenses
Detection
“A shallow basin of cloudy green acid fills the chamber floor, divided by narrow stone ridges into several irregular pools. The liquid occasionally dimples as if something beneath it has taken a breath. Brass pipes and cracked glass bulbs line the walls, feeding fresh acid into the pools.”
Standard Engagement
A creature steps into a pool, crosses a submerged channel, tampers with the laboratory equipment, or moves quickly across the chamber without first identifying a safe route.
On its activation, the hazard chooses the nearest creature that is standing in or adjacent to a pool. That creature is affected by Acid Pool. If no creature is in or adjacent to a pool, the hazard sprays the nearest creature within Close range with Acid Spit. The hazard then shifts one pool's edge by a few feet, changing the safest route through the chamber.
The hazard does not reset once disabled. While active, the pools replenish at the start of each round if their feed pipes remain open.
The character takes 1d8 direct damage and must mark a Stress or become temporarily impaired by burning fumes, at the GM's discretion. Armor protects normally, but any exposed mundane item carried through the pool is damaged or ruined.
A jet of acid sprays from a brass nozzle within Close range. The target must succeed on a reaction roll or take 1d6 direct damage and drop one held object of the GM's choice. On a success, the target takes half damage and keeps hold of the object.
A character who enters a pool or crosses a submerged channel triggers Acid Pool immediately. The hazard can affect a character this way only once per movement.
At the start of each round, one active pool expands into an adjacent square or zone. The GM should favor routes that pressure the characters without completely removing their options.
If a character succeeds on a roll to identify the hazard, they may ask one additional question about a safe route, the feed system, or the acid's weaknesses.
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