Flooding Room
COMPLEX HAZARD 9Critical Success The creature takes no damage.
Success The creature takes 1d10+6 bludgeoning damage from the cascade of water.
Failure The creature takes 2d10+13 bludgeoning damage from the cascade of water.
Critical Failure The creature takes 2d10+13 bludgeoning damage from the cascade of falling water and is knocked Prone.
(12 actions) The trap loses 1 action for each of its 12 ceiling trapdoors that are disabled. On each of the trap's actions, it pours water into the room, filling it to a depth of one inch. If all 12 trapdoors are open, it thus fills the room at a rate of 1 foot per round. If one of the portcullises is breached, the trap fills the room at half the rate, and if both are breached, it fills at one quarter the rate. Once the cascade of water begins, it's easy enough for a PC to avoid the downpour, but any creature that deliberately enters the cascade is subjected to the trap's Rushing Water reaction. If a creature is struck by Rushing Water while already underwater, the result of its Reflex save is automatically improved one degree of success.
The flooding ends and the trap deactivates once the area is filled to the ceiling-at this point, the water's surface is at the level of the river, and at the top of the stairs leading down from areas D4 and D6. A Medium or smaller creature can try to Swim to freedom through one of the 5-foot-wide tunnels leading to the river from a trapdoor, but doing so requires navigating 200 feet of flooded tunnels.