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Hazards

Flooding Room

Level 9

uniqueComplexMechanicalTrap

A sealed chamber rigged to drown its occupants — open the wrong door and water roars in through a dozen hidden trapdoors while portcullises slam down to trap the prey inside. The room fills fast, and the exits vanish.

Rushing Water [Reaction] Trigger The secret door to the west or any trapdoor is opened.

Level 9 · Complexity Complex

Stealth DC +23 (master)

Disable

  • DC 26 — (this increases to
  • Thievery DC 30 — the trap is activated) to disable one of the 12 trapdoors and seal it shut; disabling all 12 of the trapdoors completely deactivates the trap, but a critical failure on any attempt causes the trap to trigger; Thievery
  • DC 24 — disable one of the watertight portcullises and prevent it from falling; magic such as shape stone or wall of stone or even lock can also be used to disable portions of this deadly trap at the GM's discretion

AC 25

HP 70 · Hardness 16

Immunities critical hits, object immunities, precision damage

Effect The 12 ceiling trapdoors open along with the two secret doors to the cyclops zombie alcoves, releasing river water and zombies into the room.

Reset The trap must be reset with a major engineering effort.