Twin Oathstones — Linked Root Defenses (Two-Stage Hazard 2)

Twin Oathstones — Linked Root Defenses
Environmental · Plant · Trap · Two linked stages, one encounter
Stealth DC 18 (trained) to identify the black triproots and the connected swollen spore sacs.
Description Two baseball-sized infernal blightseeds lie beneath opposite oathstones. Their defensive roots are linked: one ensnares intruders while the other retaliates with an irritant spore release.
Stage One — Snaring Roots
Disable Thievery DC 18 (trained) to release the root's tension knot, or Nature DC 18 to pin the trigger root safely away from the approach.
Trigger A creature crosses the root line or touches a blightseed without first bypassing or disabling the snare.
Reaction — Root Lash The target attempts a DC 18 Reflex save. Critical success: unaffected. Success: half of 2d6 piercing. Failure: 2d6 piercing and immobilized until Escape (DC 17). Critical failure: double damage and immobilized until Escape (DC 17). The root lash activates only once; cutting or releasing the snare after it fires ends its restraint.
Stage Two — Spore Retaliation
Disable Crafting DC 18 (trained) to plug the visible vent sacs, or Nature DC 18 to safely strip the spore blisters from the root link. This can be attempted before Stage Two triggers.
Trigger The first seed is uncovered, damaged, or treated with Blightseed Blightseed Antidote while the spore sacs remain armed, whether or not Stage One fired.
Reaction — Bitter Bloom A thick cloud billows in a 10-foot emanation centered on the disturbed seed. Creatures in the area attempt a DC 18 Fortitude save. Critical success: unaffected. Success: no damage, but coughing and watering eyes. Failure: 1d6 poison damage and sickened 1. Critical failure: 2d6 poison damage and sickened 1. The cloud dissipates at the end of the triggering turn; this stage triggers only once.
Ending the Hazard
Required objective: Expose and pour one dose of Blightseed Blightseed Antidote onto each seed (two Blightseed Blightseed Antidote doses total). Clearing each seed, if needed, costs one Interact action; pouring the dose costs one Interact action while adjacent. A properly dosed seed shrivels and dies immediately. Both must be dosed to extinguish the joined blight. Damaging the shell alone is not a substitute for Blightseed Blightseed Antidote treatment.
Reset Neither defense resets during this encounter. If both seeds are neutralized, all roots and spore sacs become inert.
Run these as two successive stages of one custom hazard, not two simultaneous monster turns and not two separate XP awards. Players can discover and disable either stage before triggering it; if the first seed is treated without disarming Stage Two, its retaliation activates. No creatures are present. The Blightseed Antidote is the victory condition.
Both seeds must receive separate doses of Blightseed Antidote. Watercourse Neutralizer cannot kill either seed. This is a custom scenario objective, not a general Remaster item action. The attached defense is a two-stage, one-encounter simple hazard with no ongoing initiative routine.