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Hazards

Reservoir Trap

Level 2

commonComplexMechanicalTrap

A sealed tank groans under the strain of pent-up water, its pipes ready to split and lash the room with high-pressure jets the instant the seal gives.

Water Jets [Reaction]

Level 2 · Complexity Complex

Stealth DC 19 (trained)

Disable

  • Thievery DC 18 (trained) — to safely puncture a pipe
  • DC 16 (trained) — Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap

AC 18

HP 50 · Hardness 7

Immunities critical hits, object immunities, precision damage

Trigger A creature steps on a floor space in this room

Effect Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative.

Reset The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is ref lled, which takes an average of 5 days.