Hungry Cottage
Level 6Hazard (Complex)HazardUniqueMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth
+15
Recall Knowledge DC 32 (arcana)
Disable The hungry cottage can't be damaged or disabled, but the danger in each area can be temporarily mitigated. In the stomach: DC 17 athletics (trained) to Climb atop the hoarded belongings and avoid contact with the acidic walls or floor for 1 round, or DC 25 crafting (expert) as a 2-action activity to concoct an alchemical antacid that neutralizes acid damage dealt by the stomach for [[/gmr 1d4 #Rounds]]. In the throat: DC 23 athletics (trained) to hold the throat open for one round, allowing all characters in the stairs to use a Reflex save result one degree of success greater than their roll to avoid being pushed into the stomach, or DC 23 nature or Survival as a 2-action activity to ease the throat's contractions and provide the same effect for [[/gmr 1d4 #Rounds]]. In the mouth: DC 22 athletics to Force Open a window or a door and forcibly expel one creature that's within 10 feet of an exit from the cottage, or DC 25 athletics (expert) as a 2-action activity to jam furniture in place that prevents the teeth from gnashing for [[/gmr 1d4 #Rounds]] and allows anyone in the cottage to move from it during that time.
Iron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's stomach; the stairs act as the cottage's throat, becoming a steep, slippery incline that is greater difficult terrain; and the ground floor is the inside of the cottage's mouth. Creatures within the cottage can move around within it but can't exit without pulling the mouth open or slipping out while its teeth gnash. Characters who successfully escape the cottage are safe from the hazard.