Sewer Valves
Hazard
Level Variable Blaster
XP variable

A squeal of metal announces the opening of one of the circular valves, and a blast of stinking water erupts from it.

Hazard: Each round, one of the sewer valves opens, unleashing a blast of water that pushes creatures in its path. Roll 1d8 to determine which valve opens. The hazard makes a close blast 3 attack, with the blast centered on the valve’s square.Perception     No check is necessary to notice the valves.Initiative +0TriggerThe hazard operates continuously, releasing a blast of water every few seconds as pressure builds up behind the valves. Roll initiative for the trap as soon as the characters enter the area; it attacks each round on its turn.AttackStandard Action      Close blast 3
Target: Each creature in blastAttack: Level + 3 vs. FortitudeHit: The target is pushed 3 squares and knocked prone. The blast extinguishes fi res, dousing torches and granting a saving throw to a target taking ongoing fi re damage.Countermeasures     A character adjacent to one of the valves can jam it shut with a Thievery check (DC 15 + one-half level). If this check succeeds, the next time the random die roll indicates that valve should open, it does not. The second time the die roll indicates that valve should open, it bursts open with greater force, gaining a +2 bonus to its attack roll.
     As a minor action, a character can make a Perception check (DC 15 + one-half level) or a Dungeoneering check (DC 10 + one-half level) to predict which valve will open on the hazard’s next turn.

Published in Eberron Campaign Setting, page(s) 282.