Watercurrent Wall (4e Trap)
This trap consist of multiple holes in a wall. When triggered, a strong current of water will burst out of it. A dungeoneering check (DC 20) is required to realize that there's water behind the holes. This trap can be used to prevent players from reaching some areas easily, or to push them into a more dangerous trap. This trap delays until there's at least one enemy within range, after that, it attacks each turn on its initiative.
Watercurrent wall Level 1 Trap | ||
|---|---|---|
Terrain 100 XP | ||
| Detect: Perception DC 15 to notice the holes, DC 20 to notice the hidden control panel. | Initiative: +5 | |
| Immune attacks | ||
Standard Actions | ||
| Attack: Close blast 5 (creatures in blast); +5 vs. Fortitude--> | ||
| Hit: 1d4+3 damage and the target is pushed 5 squares | ||
| Miss: 1d4 damage and the target is pushed 2 squares | ||
Countermeasures | ||
| ♦Disable: Thievery or dungeoneering DC 20 (must be adjacent to the control panel and aware of its presence) | ||
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