Malfunctioning Irrigator
Hazard 3
Complexity Complex
Stealth +16
Description The irrigation system pumps water irregularly, flooding some fields and draining all of the water out of others. The electrical systems that keep things in check have gone haywire, resulting in arcs of electricity.
Disable DC 17
Computers (trained) or
Thievery (trained) to enter the correct shutdown sequence on the control panel and disable the irrigator, or DC 20
Crafting (trained) or
Farming Lore (trained) to repair the irrigator
System Overload
[reaction]
Trigger The Guiding Intelligence activates the hazard;
Effect The irrigation system begins to malfunction, releasing a pulse of disrupting static. Creatures within 100 feet must attempt a DC 18 Fortitude save. On a failure,
tech items in a creature's possession become
glitching 1, and if the creature has the tech trait, they become glitching 1. Then, the irrigator rolls initiative.
Routine (4 actions) The irrigator Irrigates as many targets as possible, then follows up with a zap or spigot Strike. The irrigator prioritizes targeting creatures attempting to disable or repair it.
Melee [one-action] spigot +12 (
unwieldy), Damage 1d10+6 bludgeoning
Ranged [one-action] zap +10, Damage 1d10
electricity; no multiple attack penalty
Irrigate [two-actions] The irrigator sprays pressurized water in a 20-foot cone. All creatures in the area take 1d10+6 bludgeoning damage (DC 18
basic Reflex save). On a failure, a creature is also
suppressed.
Reset The Guiding Intelligence can reset the trap 24 hours later.