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Hazards

Flooding Room

Stealth DC +23 (master)

uniqueComplexMechanicalTrap
Lvl 9complexComplexMechanicalTrapUnique
AC
25
HP
70
Hardness
16
EffectThe 12 ceiling trapdoors open along with the two secret doors to the cyclops zombie alcoves, releasing river water and zombies into the room.
AC
25
HP
70

Stealth

DC +23 (master)

Disable

Thievery DC 26 (this increases to DC 30 once 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 to 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, Fort +23, Ref +15

Portcullis Hardness

16

Portcullis HP

70 (BT 35)

Immunities

critical hits, object immunities, precision damage

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