Flooding Room

Level 9Hazard (Complex)
HazardUniqueMediumLegacy
AC
25
HP
70 (BT 35)
Speed
0 ft.
Perception
+0
Fort
+23
Ref
+15
Will
+0
Stealth DC
23
Immunities critical-hits, precision
Recall Knowledge DC 36 (arcana)

Abilities

Rushing Water

Trigger The secret door to the west or any trapdoor is opened.


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. Any creature standing in the central 40-by-40 foot section of the main room must attempt a DC 28 reflex save; the trap then rolls initiative.


Critical Success The creature takes no damage.

Success The creature takes (1d10+6) bludgeoning damage from the cascade of water.

Disable DC 26 thievery (this increases to DC 30 thievery 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; DC 24 thievery 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

When the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the portcullises to the east and west come crashing down, each consisting of solid iron sheets that form watertight seals. At the same time, the dozen 5-foot-wide trapdoors open in the ceiling. These holes are the mouths of winding tunnels that connect to a second pair of apertures on the submerged side of the island outside, allowing the waters of the Little Sellen River to plunge down into this room, possibly damaging or knocking Prone those in the square portion of the room itself (but not in the adjoining hallway) and eventually flooding the entire chamber.