flooding room trap ....movement and damage


Rules Questions


hi guys,
want to have a triggered flooding room trap in a treasure room. the pcs have a certain amount of time to leave before door seals shut. water pouring in list 2d6 bludgeon damage trying to get out through door with a chance (reflex) to be knocked prone. what is a reasonable movement rate for pcs walking in churning water, and is the only movement after standing from prone a 5ft step? the room will fill up and seal after 10 rounds and the treasure is on the west wall farthest from the door out. of course they don't know how many rounds the door will close, and they don't want to miss out on the juicy loot. I foresee a chance that one of the pcs could possible get killed in the room. want to make sure my movement speeds, swim speeds/checks, and any other thing is solid before I run it on Tuesday...

ty for any help/ advice you could provide....

flooding room trap (cr 8 )...all 7 pcs are level 6


Check out the rules for Aquatic Terrain, I think it might answer a few questions about moving water and movement.

The Water Environmental may be helpful too.

Personal opinion: I See no movement modifiers for wading water yet, but if they are swimming eventually, that has it own set of rules and checks.


ty for reply,
I looked at that earlier and was tempted to use the swept away rules. Was wondering movement rates in waist high water ... hald or quarter movement or full round with swim check. I know they have rules listed in bogs and swamps too


Bran Towerfall wrote:

ty for reply,

I looked at that earlier and was tempted to use the swept away rules. Was wondering movement rates in waist high water ... hald or quarter movement or full round with swim check. I know they have rules listed in bogs and swamps too

By RAW I don't see any penalties to movement, other than being swept away if it's a strong enough current, and that doesn't apply a movement penalty per say, it just moves you downstream depending on it's strength.


You can wade in water up to your neck, must swim in water deeper than that.

It's always up to the GM to decide when to apply the rules for "Hampered Movement", but this sounds like a perfect time to invoke it, which would make every square count double for movement, impossible to take 5'-steps or run or charge. Plus all the rules for Swept Away, etc.


yeah, I see a situation where they are trying to get the loot and move thru the streaming wall of water. if they are knocked prone they can only stand up and take a 5ft step. swim checks allow normal movement and failed check mean half movement or no movement? the door out is a gushing firehose doing 2d6 damage and a chance to be knocked prone. like I said lol, I want to make sure the rules are correct since 1 or more pcs could drown in this room once it seals. dead pcs clutching magic items while floating in a flooded room is gonna be a bummer if the rules were not applied right. greed will kill in this situation.


DM_Blake wrote:

You can wade in water up to your neck, must swim in water deeper than that.

It's always up to the GM to decide when to apply the rules for "Hampered Movement", but this sounds like a perfect time to invoke it, which would make every square count double for movement, impossible to take 5'-steps or run or charge. Plus all the rules for Swept Away, etc.

might allow 5ft steps after standing from prone. I was going to go with dbl for movement and no running. full round movement is base speed?


Pathfinder Maps Subscriber

You can stand up from prone as a move action leaving you with your standard action (that you could use to move). If you don't use that standard action to move, then you could indeed five-foot step, unless the water has gotten deep enough that it counts as difficult.

I would figure out ahead of time how deep the water is going to be after each round and what you can do in that depth of water.

For example it might be:

After 1 round, the water is 3 inches deep. No effect on movement, but any acrobatics DCs will be +2 due to slippery(wet) surface.

After 2 rounds, the water is 6 inches deep. No effect on movement, but any acrobatics DCs will be +2 due to slippery(wet) surface. Anyone who becomes prone and does not immediately rise will be treated as being underwater (must hold breath).

After 3 rounds, the water will be 1 foot deep. Everything now counts as difficult terrain. Anyone who becomes prone and does not immediately rise will be treated as being underwater (must hold breath).

After 4 rounds, the water will be 2 foot deep. Everything now counts as difficult terrain, but swimming is possible (although anyone who swims will be considered prone).

After 5 rounds, the water will be 4 foot deep. Short characters may now be forced to swim depending on height.

Etc. You get the idea


A successful Swim check allows you to move at half speed, not normal speed.

Hampered Movement and/or Difficult Terrain require too much effort to move 5', so much effort that even when you only move 5' it is never a 5'-Move (in other words, it always counts as a move action and always requires 10' (or more) of your total move and always follows the normal rules for provoking an AoO).


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Etc. You get the idea

one foot of water a round...10 rounds door seals shut...

water is blasting in thru eastern door 2d6 damage risk of prone reflex negates....chairs tables random junk floating thru water tsunami style , could be more damage. pcs by door when triggered have risk of swept away across room


It may not be a death sentence even if it seals. They'll have their con in rounds before they start drowning, 1/2 that if they're doing stuff, like all focusing on one point on the wall/door to break out before they die...could make for an EPIC escape!!


I think pc greed is going to make all the difference in this room/trap. Once the water comes in and the door doesn't shut, they might think that they have all the time in the world to recover the loot. smart pcs might try to take one item and swim / half move toward the door. once there they have to make the reflex to avoid 2d6 damage and being knocked prone. hmmmm, could be interesting lol

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