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Hazards

Quarry Sluiceway

Level 9

commonComplexMechanicalTrap

Stealth +17 (expert) or Perception DC 27 (expert) to notice the six cleverly hidden sluice gates while they are closed

Disable Thievery DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately)

Sluiceway Hardness 17

Sluiceway HP 38 (BT 34)

Immunities critical hits, object immunities, precision damage

Opened Sluices [Reaction] Trigger A creature Interacts to throw either the primary lever or backup lever.


Routine (6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area J2).

Level 9 · Complexity Complex

Stealth DC 27 (expert)

Disable DC 28 (expert) — (expert) twice to close a sluice (on a critical success, a sluice is closed immediately)

HP 38 · Hardness 17

Immunities critical hits, object immunities, precision damage

Effect The trap rolls initiative.

Reset The trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill.