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General Hazards | Adventure-Specific Hazards

Steam VentsHazard 4

Source Guns & Gears pg. 81
Complexity Simple
Stealth DC 22 (trained)
Description Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.
Disable Thievery DC 22 (trained) to disconnect the trip wire or Crafting DC 24 (expert) to carefully reduce the pressure and prevent the blast
AC 20, Fort +12, Ref +12
Hardness 12, HP 48 (BT 24); Immunities object immunities
Steam Blast ReactionReaction Trigger The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire; Effect Steam erupts from the pipes, dealing 3d6 bludgeoning damage and 3d6 fire damage (DC 24 basic Reflex save) to all creatures within 15 feet. Creatures that critically fail their save are knocked prone.