Flooding Room
Trap
Level 4 Obstacle
XP 175

Several pressure plates are hidden in the floor. When activated, both doors slam shut (if open) and are locked with hidden bars. Grates near the ceiling open, allowing water to pour into the room and fill it. A hidden grate in the floor opens 1 hour later, allowing the water to drain.

Perception     DC 16: The character notices a panel covering one of the grates near the ceiling.     DC 20: The character notices a pressure plate.     DC 24: The character notices the hidden grate in the floor.TriggerThe trap activates when a character enters one of the squares containing a pressure plate.AttackImmediate Reaction      
Target: Each creature in the room.Effect The doors slam shut and are barred from the outside. (Characters standing adjacent to a doorway when the doors close can choose which side of the door they end up on.) Eighteen grates open near the ceiling, allowing murky water from the canals to begin pouring into the room. The room fills at the rate of 1 foot every 2 rounds, filling completely in 24 rounds. After 1 hour, a hidden locked grate in the floor opens and allows the water to drain out at a rate of 1 foot every 4 rounds. Those trapped in the room are subject to combat penalties as the room fills, and might drown if they cannot escape.Countermeasures     Thievery DC 20: A character adjacent to any pressure plate can delay the trap with a successful check. The pressure plates become safe to step on while the trap remains delayed.
     Thievery DC 24: A character adjacent to any pressure plate can disable the trap with a successful check. The pressure plates are deactivated.
     Athletics DC 30: A character who makes a successful check as a standard action can break open a barred door, allowing the room to safely drain.
     Thievery DC 25: A character who makes a successful check can lift a bar on a locked door, allowing it to be opened.
     Athletics DC 20: A character who makes a successful check as a standard action can break open the hidden drain grate in the floor. This allows the room to drain at the rate described above, slowing the flooding to half its normal rate (1 foot every 4 rounds).
     Thievery DC 20: A character who makes a successful check can open the hidden drain grate in the floor. This allows the room to drain at the rate described above, slowing the flooding to half its normal rate (1 foot every 4 rounds).

Published in FR1 Scepter Tower of Spellgard, page(s) 33.