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There is a Legacy version here.

Reservoir TrapHazard 2

Complex Mechanical Trap 
Source Gatewalkers (Hardcover) pg. 28
Complexity Complex
Stealth +11 (trained); DC 19 (expert) to notice the water tank bulging under the immense pressure
Description Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby.
Disable DC 18 Thievery (trained) to puncture a pipe and release the pressure safely, or DC 16 Engineering Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap
AC 18, Fort +11, Ref +3
Tank Hardness 7, Tank HP 50 (BT 25);Pipe Hardness 7, Pipe HP 30 (BT 15); Immunities critical hits, object immunities, precision damage
Water Jets [reaction] Trigger A creature steps onto 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.

Violent Deluge [reaction] Trigger The water tank is broken or destroyed; Effect A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15 feet (basic DC 22 Reflex save). The trap is then disabled.
Routine (3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap’s actions, the trap targets a random creature in the room with a water jet Strike.
Ranged water jet +11 (water), Damage 2d8 piercing; no multiple attack penalty
Reset The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is refilled, which takes an average of 5 days.