Naphtha Fumes
Level 16 HazardXP 1400

Detect see Countermeasures


Immune attacks


Dizzying Fumes

If a creature ends its turn in the hazard’s square, the creature is dazed until the end of its next turn.

Triggered Actions

Explosion (fire) Encounter

Trigger: A creature carrying open flame enters the hazard’s square, or the square is in the area of a fire effect.

Attack (No Action): Close burst 2 (creatures in burst); +19 vs. Reflex

Hit: 3d10 + 10 fire damage, and ongoing 10 fire damage (save ends).

Miss: Half damage.

Effect: The entire river of naphtha burns for the remainder of the adventure. Any creature that enters the river or starts its turn there takes 10 fire damage and ongoing 10 fire damage (save ends). A creature can take this damage only once per turn.


Detect: Dungeoneering or Perception DC 22 (minor action). Success: The character knows the hazard’s trigger conditions.

Published in Dungeon Magazine 209.