⚠️ Hazard Prompt Ideas
Use these prompts as creative starting points when generating hazards.
Each entry includes a suggested hazard type to help guide tone and structure, while leaving the details up to you.
Early Campaign Hazards
- Environmental — A weakened floor or structure that collapses under sudden weight or movement.
- Trap — A simple device meant to slow intruders long enough for someone to notice.
- Environmental — Lingering smoke, ash, or fumes left behind by an old disaster.
- Trap — A crude but functional mechanism triggered by careless interaction.
- Environmental — An unstable area that punishes haste more than curiosity.
- Haunt — A faint spiritual echo that replays a single traumatic moment.
Established Campaign Hazards
- Trap — A layered defense that reacts differently depending on how it is triggered.
- Environmental — A corrupted area that becomes more dangerous the longer it is occupied.
- Trap — A maintained mechanism clearly intended to catch repeat intruders.
- Haunt — A restless presence that reacts to disturbance or investigation.
- Trap — A device designed to divide the group and force quick decisions.
- Environmental — A defensive feature of the location itself, activated only under specific conditions.
Late Campaign Hazards
- Environmental — A large-scale threat that reshapes the battlefield once unleashed.
- Haunt — A powerful spiritual manifestation bound to a pivotal historical event.
- Trap — A seal or ward whose failure would release something far worse.
- Haunt — A location-bound spirit that cannot be destroyed, only appeased or endured.
- Environmental — A hazard meant to be survived rather than overcome.
- Trap — A catastrophic fail-state defense guarding something of immense value.
Story-Driven Wildcards
- Environmental — A hazard that exists primarily as a warning rather than a weapon.
- Haunt — A recurring manifestation that changes slightly with each encounter.