TEXT: 1
  It's a Trap
  “It’s a Trap”
  Haunts, Hazards, and Traps
  
  2
  It's a Trap
  “It’s a Trap”
  Haunts, Hazards, and Traps
  Published by: D20PFSRD.COM Publishing
  Copyright © 2019, D20PFSRD.COM Publishing.
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about 
  Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo are trademarks 
  of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the Pathfinder Second Edition 
  Compatibility License. See paizo.com/pathfinder/compatibility for more information on this license.
  Writing: Kim Frandsen and Beth Jones
  Editing: Rodney Sloan
  Layout: Anja Svare
  Cover Illustration: Trapped Hallway by Felipe Gaona
  Interior Artwork: Horror Skull by Stefan Keller on Pixabay; 
  Tortured Soul by Camila Quintero Franco on Unsplash; Hand 
  Mirror from wikimedia.commons.org; Hag’s Haze by Abeer Khan 
  on Unsplash; Gallows of Despair by kalhh on Pixabay; Miser’s 
  Hoard by Tim C. Gundert on Pixabay; Screaming Skull by Enrique 
  Meseguer on Pixabay; Shrieker Shrooms by Michael Gaida on 
  Pixabay; Swamp Mud by Simon Steinberger on Pixabay; Lava by 
  skeeze on Pixabay; River of Souls by vitaliy-m on Piabay; Brooms 
  from wikimedia.commons.org; Velociraptor from vecteezy.com; 
  Bear Trap by Dean Spencer; Gas Trap by Dean Spencer; Keyhole by 
  Marc Pascual on Pixabay; Corridor by Rudy and Peter Skitterians 
  on Pixabay; Slime Hand by Max Muselmann on Unsplash; Old 
  Door by Annie Spratt on Unsplash
  Development: Rodney Sloan
  Publisher: John Reyst
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  Introduction
  Greetings and welcome to “It’s a Trap”: Haunts, Hazards, 
  and Traps for the second edition of the Pathfinder 
  Roleplaying Game.
  Haunts, environmental hazards, and traps provide 
  three distinct ways to challenge your players. Haunts are 
  supernatural hazards, often created by the violent passing 
  of the living into undeath. Environmental hazards are 
  naturally occurring, and include dangerous terrain such 
  as thin ice, flora or fauna such as shrieker shrooms, 
  or erratic magical phenomena. Traps are created by 
  creatures to capture or kill their enemies, often in defense 
  of their territories and wealth. 
  Within these pages, we have gathered more than 40 
  years of gaming and design experience, to give you the 
  greatest variety of haunts, environmental hazards, and 
  traps that our devious minds could think up. There are 
  environmental dangers that turn the unwary to gold, 
  haunts that disorientate or kill, and a wide range of 
  simple and complex traps.
  These threats are presented in such a manner as to make 
  it as easy for you as possible to run them in your game. 
  Remember that these traps can be far deadlier when 
  blended into the environment, or when combined. Even 
  a simple trap becomes far more dangerous if hidden 
  underneath the leaves and debris of an autumn forest, 
  where they are well-hidden.
  With that, we hope you enjoy these additions to your 
  game.
  Kim Frandsen & Beth Jones
  Contents
  Chapter 1:  Haunts 
  4
  Chapter 2: Environmental Hazards 
  10
  Chapter 3: Traps 
  15
  3
   
  
  Haunts are the harrowing memories of life, brought back from 
  death to terrify the living. They exist in a state between life and 
  undeath. The haunt’s soul-echoes bring destruction upon those 
  who succumb to their effects, whether they have come about 
  through great psychological trauma made manifest, such as at the 
  site of a great tragedy, or have been conjured up by necromantic 
  magic.
  THE LOST 
  HAZARD 0
  HAUNT
  Stealth DC 16 (trained)
  Description A walking cane, haunted by the memory of someone who 
  died while lost, attempts to mislead anyone who touches it.
  Disable Religion DC 16 (trained) to exorcise the spirit or Survival DC 19 to 
  explain the spirit’s way home from where it died, to lay it to rest
  Direction Lost � (death, emotion, fear, illusion, mental, occult); Trigger 
  A living creature picks up the walking cane. Effect The haunt causes 
  the creature to lose all sense of direction. The creature must attempt 
  a DC 19 Will save.
  Critical Success The target is unaffected.
  Success The target becomes dazzled 1.
  Failure The target becomes dazzled 2. 
  Critical Failure The target becomes unable to discern which direction 
  they came from or where they are supposed to be going. Every time 
  they choose a direction of travel, they’re 75% likely to go in the 
  opposite direction, without noticing. For example, if they choose to go 
  right, the GM secretly rolls a percentile die, and, on a roll of 75 or less, 
  they instead turn left.
  Reset The haunt resets automatically after 24 hours.
  TORTURED SOUL  
  HAZARD 1
  HAUNT
  Stealth DC 17 (trained)
  Description A bloodstain, difficult to distinguish from the grimy floor of 
  the dungeon or jailhouse interrogation room, is suffused with the energy 
  of a creature that was subjected to particularly malicious torture.
  Disable Religion DC 17 (trained) to guide the soul to the afterlife with 
  guidance and a fervent prayer, or to sprinkle holy water on the stain and 
  exorcise the spirit, or Thievery DC 20 (trained) to remove the stain with 
  a solvent without triggering the haunt
  Bloody Anguish � (necromancy, negative, occult); Trigger A living 
  creature comes into contact with the bloodstain. Effect Negative 
  energy assails the creature, which must attempt a DC 17 Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes 1d4 negative energy damage.
  Failure The creature takes 1d6 negative energy damage.
  Critical Failure The creature takes 1d6 negative energy damage and 
  1 bleed damage.
  BLOODCURDLING SCREAM 
  HAZARD 2
  HAUNT
  Stealth DC 20 (trained)
  Description A token of affection, such as a ring or necklace, haunted by 
  the screams of a spirit who lost their true love.
  Disable Religion DC 18 (trained) to exorcise the spirit or Diplomacy DC 
  21 (expert) to convince the spirit that their loved one is waiting in the 
  afterlife
  Despairing Scream � (death, emotion, fear, occult); Trigger The token is 
  touched or moved. Effect The creature disturbing the token takes 2d6 
  sonic damage and must attempt a DC 15 Will save.
  Critical Success The target is unaffected.
  Success The target becomes fleeing for 1 round.
  Failure The target takes an extra 1d6 sonic damage and becomes fleeing 
  2.
  Critical Failure The target takes an extra 1d6 sonic damage and becomes 
  fleeing 2 and frightened 1.
  Reset The haunt resets automatically after 24 hours.
  Chapter 1: Haunts
  4
   
  
  5
  It's a Trap
  JILTED LOVER 
  HAZARD 2
  HAUNT
  Stealth DC 15 (trained)
  Description The soul of a scorned lover left at the altar, and bound to an 
  engagement ring, uses its sorcerous arts from beyond the grave to exact 
  revenge on beautiful creatures.
  Disable Occultism DC 18 (trained) to cast calm emotions, permanently 
  putting the haunt to rest, or dispel magic (1st level; counteract DC 22) 
  to counteract jealous hex
  Jealous Hex � (curse, necromancy, sorcerer); Trigger One or more 
  creatures, the same gender as the soul connected to the haunt (GM’s 
  choice), approach within 30 feet of the ring. Effect All creatures of 
  the designated gender within range are targeted by jealous hex. The 
  creatures must attempt a DC 15 Will save.
  Reset After successfully affecting at least 1 creature, the haunt dissipates 
  for 24 hours, after which time it resets. 
  BLINDING MIRROR  
  HAZARD 3
  HAUNT
  Stealth DC 23 (trained)
  Description The spirit of a beautiful and vain creature who was cursed by 
  a witch to wither into ugliness resides in a hand mirror.
  Disable Diplomacy DC 20 (trained) to mollify the spirit or Thievery DC 15 
  to hurl the mirror to the floor without triggering the haunt, shattering 
  the glass and destroying the haunt’s connection to this plane, or dispel 
  magic (3rd level; counteract DC 20) to counteract blindness
  Blindness � (incapacitation, necromancy); Trigger A creature’s form is 
  reflected in the mirror. Effect The creature is targeted with blindness 
  (basic DC 20 Fortitude save).
  DEATH’S COLD HAND 
  HAZARD 4
  HAUNT
  Stealth DC 22 (trained)
  Description A fur coat or winter blanket haunted by the spirit of someone 
  who died of hypothermia.
  Disable Religion DC 22 (trained) to exorcise the spirit or Survival DC 25 
  (expert) to survive the cold and stave off hypothermia.
  Freezing Death � (death, cold, occult); Trigger A living creature touches 
  the coat or blanket. Effect The target immediately experiences the 
  horror of slowly dying from the cold. The target takes 6d6 cold damage 
  and must attempt a DC 21 Fortitude save.
  Critical Success The target is unaffected.
  Success The target becomes enfeebled 1.
  Failure The target becomes paralyzed.
  Critical Failure The target becomes paralyzed and takes a further 1d6 cold 
  damage each round until it is at least 50 feet away from the coat or 
  blanket.
  Reset The haunt resets automatically after 24 hours.
  FAILED APPRENTICE 
  HAZARD 5
  HAUNT
  Stealth DC 23 (trained)
  Description A 10-foot-radius summoning circle, covered in the dusty 
  remains of a corpse. The spirit of the corpse forces others to relive its final 
  moments, as it was killed by its master for failing to cast a spell.
  Disable Religion DC 23 (trained) to exorcise the spirit or Arcana DC 26 
  (expert) to convince the spirit that it did nothing wrong when casting 
  the spell
  Failure’s Consequence � (death, emotion, fear, illusion, mental); Trigger 
  A creature disturbs the remains or steps into the summoning circle. 
  Effect The creature relives the final moments of an apprentice’s life 
  as their body is disintegrated by a harsh and unforgiving teacher. The 
  target must attempt a DC 22 Will save.
  Critical Success The target is unaffected.
  Success The target takes 4d6 evil damage and is frightened 1.
  Failure The target takes 8d6 evil damage and is frightened 2.
  Critical Failure The target takes 8d6 evil damage, is frightened 4, and 
  drained 2. Should this kill the target, it is enveloped in green flames, 
  and reduced to a cloud of fine dust as per the disintegrate spell.
  WATERY GRAVE 
  HAZARD 5
  HAUNT
  Stealth DC 26 (expert)
  Description A handful of wooden planks, the remnants of an ocean-faring 
  craft, which are infused with restless spirits, lay at the water’s edge or bob 
  on the water’s surface.
  Disable Occultism DC 23 (expert) to know the planks must be moved 
  (without physical contact) to dry ground where the sea will touch them 
  no more, or dispel magic (5th level; counteract DC 26) to counteract 
  mariner’s curse.
  Mariner’s Curse � (attack, curse, necromancy, occult); Trigger A 
  creature touches a plank. Effect The creature is targeted by mariner’s 
  curse. The creature must attempt a DC 22 Will save.
   
  
  6
  It's a Trap
  FASCINATING ARTWORK 
  HAZARD 6
  HAUNT
  Stealth DC 23 (trained)
  Description A prominently displayed, masterfully crafted artwork, such 
  as a marble bust or wooden statuette, is haunted by the restless spirit of 
  its creator. The spirit attempts to convey the truth of the artwork’s origins; 
  the creator was betrayed by their protege, who passed the work off as 
  their own and received all the accolades and praise.
  Disable Diplomacy or Society DC 23 (expert) to set the record straight, 
  appeasing the haunt and releasing it from its obsession 
  Mesmerize � (mental, occult); Trigger A creature approaches within 
  10 feet of the artwork. Effect A scene plays out, over and over, in the 
  creature’s mind, depicting the truth behind the artwork’s creation. The 
  creature must attempt a DC 26 Will save or become fascinated.
  Success The creature is unaffected.
  Failure The creature is fascinated by the artwork for 1 round.
  Critical Failure The creature is fascinated by the artwork and uses all of 
  its actions each round to stare at the artwork. The creature receives a 
  new save on subsequent rounds (with a cumulative –1 circumstance 
  penalty each round) to end the haunt’s hold over it. This effect ends 
  if the haunt is disabled or if the creature can’t see the artwork for the 
  entire duration of one of its turns.
  Reset The haunt resets after an hour.
  FIERY DEMISE  
  HAZARD 6
  HAUNT
  Stealth DC 20 (trained)
  Description The burnt remains of a building occupy a 20-foot by 15-foot 
  area. Scorch marks pepper the ground at various places within a 15-foot 
  radius of the rubble.
  Disable Occultism DC 25 (trained) to completely drench the building’s 
  remains in water to release the spirits trapped within the haunt 
  Pillar of Flame � (fire); Trigger A creature moves within 15 feet of the 
  burnt building. Effect A 5-feet wide pillar of flame shoots up from 
  under the creature, 20 feet into the air. Any creature engulfed in the 
  flames must attempt a DC 27 Reflex save, taking 8d6 fire damage on a 
  failed save or half as much on a successful one.
  OBSCENE SCENE 
  HAZARD 7
  HAUNT
  Stealth DC 27 (expert)
  Description A painting of a famous battle scene that is painted over an 
  older picture beneath. The painting is haunted by the spirits of innocents, 
  who were massacred during the event depicted in the original painting.
  Disable Religion DC 27 (expert) to exorcise the spirits or Crafting DC 30 
  (expert) to restore the original painting underneath, which releases the 
  spirits
  Daunting Despair � (death, emotion, fear, occult); Trigger A creature 
  deals damage to another creature within 10 feet of the painting. Effect 
  The creature that caused the injury is forced to endure the same injuries 
  as the spirits experienced, along with the sheer despair of seeing their 
  loved ones destroyed. The target must attempt a DC 25 Will save.
  Critical Success The target is unaffected.
  Success The target takes 5d6 mental damage and is enfeebled 1.
  Failure The target takes 10d6 mental damage and is enfeebled 2.
  Critical Failure The target takes 10d6 evil damage, is enfeebled 2 and 
  doomed 1.
  Reset The haunt resets automatically after a week.
  HAG’S HAZE 
  HAZARD 8
  HAUNT
  Stealth DC 28 (expert) to realize the unnatural nature of the fog by 
  noticing its greenish hue and mild smell of rotten onions.
  Description A spirit is tethered to a 30-foot radius area of low lying fog 
  where it was the victim of an especially malicious swamp hag.
  Disable Occultism DC 28 to employ a strong wind spell to untether the 
  spirit, freeing it to pass into the afterlife 
  Erratic Emotions � (emotion, fear, occult); Trigger A creature enters the 
  area of fog. Effect The creature must attempt a DC 30 Will save. The 
  target experiences a variety of emotional responses based upon its 
  save result. Regardless of the result, the target gains immunity to the 
  effects of future exposure to hag’s haze for 24 hours.
  Critical Success The target suffers no ill effects.
  Success The target experiences visions of gnarled hands reaching up 
  from the muck, with bloody fingernails grasping at its legs. The target 
  becomes fleeing 1 for 1 round.
  Failure The target is assaulted by the smell of boiling flesh, and becomes 
  sickened 4.
  Critical Failure Hearing unsettling whispers threatening murder from 
  nearby creatures, the target goes on the offensive. For 1 minute, the 
  target must use all of its actions to attack the closest creature.
   
  
  7
  It's a Trap
  CANNIBAL FEAST 
  HAZARD 9
  HAUNT
  Stealth DC 33 (trained)
  Description Blood covers the site that was once the scene of cannibalistic 
  feasting. It is now haunted by those same urges.
  Disable Religion DC 30 (expert) to exorcise the area or Survival DC 30 
  (expert) to suppress the urge to eat flesh.
  Feast � (mental); Trigger A creature moves into the room or area. Effect 
  The haunt takes control of the triggering creature forcing it to attack a 
  nearby ally. The creature must attempt a DC 28 Will save.
  Critical Success The creature is unaffected.
  Success The target makes a Strike against its nearest ally. The target also 
  becomes sickened 1.
  Failure The target drops anything they are holding and attempts to 
  Grapple its nearest ally. If the Grapple is successful, the target makes a 
  bite attack against the grabbed ally, which deals 1d6 piercing damage. 
  The target must use all its actions each turn to bite the grabbed ally, 
  until the ally escapes the grapple.
  Critical Failure As for Failure, above, but the target continues to attempt 
  to Grapple and bite allies until the haunt is disabled or they become 
  unconscious.
  Reset The haunt resets after 24 hours.
  THE HEADTAKER 
  HAZARD 10
  HAUNT
  Stealth DC 32 (master)
  Description A guillotine with a stained blade stands in an open square, 
  inhabited by the spirit of one of its victims, one who attempts to replace 
  its own head.
  Disable Thievery DC 35 (master) to disable the guillotine blade or Religion 
  DC 32 (expert) to exorcise the spirit
  Off With Their Heads � (mental); Trigger A living creature approaches 
  within 20 feet of the guillotine. Effect The haunt takes control of the 
  triggering creature, forcing it to place it’s head in the guillotine. The 
  target must make a DC 27 Will save.
  Critical Success The creature is unaffected.
  Success The creature takes 6d8 mental damage and becomes stunned 1.
  Failure The creature places its head in the guillotine, but manages to 
  withdraw it just as the blade drops. The creature takes 12d8 slashing 
  damage from the blade as it drops and becomes stunned 2.
  Critical Failure The creature places its head in the guillotine and must 
  make a DC 29 Fortitude save or be decapitated. Success means that it 
  instead takes 12d8 slashing damage and becomes stunned 2.
  GRASPING DEAD 
  HAZARD 11
  HAUNT
  Stealth DC 36 (master)
  Description Hundreds of skeletal hands burst from the ground in a 
  30-foot-radius, grasping and clawing at any living intruder. 
  Disable Religion DC 33 (master) to exorcise the spirits of the dead or 
  Arcana DC 33 (master) to dissipate the magic that infuses the ground
  Claw the Living � (arcane, death, emotion, fear, mental, necromancy, 
  occult); Trigger A living creature steps onto the area of the haunt. 
  Effect The haunt attacks with grasping claws, and infuses the living 
  with dread. The triggering creature takes 5d12 points of slashing 
  damage and must attempt a DC 30 Will save.
  Critical Success The target is unaffected.
  Success The target becomes frightened 1.
  Failure The target becomes frightened 2 and fleeing is fleeing for 1 round.
  Critical Failure The target becomes frightened 3 and is fleeing for 1 round. 
  The frightened condition does not decrease until the triggering creature 
  is out of sight of the area of the grasping dead.
  Reset The haunt resets after 1 round.
  VENGEFUL SPIRIT  
  HAZARD 11
  HAUNT
  Stealth DC 33 (master) 
  Description An excommunicated clergy haunts an abandoned temple 
  where it unleashes its fury on unsuspecting supplicants.
  Disable Religion DC 29 (master) to reconsecrate the temple building, 
  releasing the spirit permanently, or dispel magic (6th level; counteract 
  DC 29) to counteract spirit blast 
  Spirit Blast � (divine, force, necromancy); Trigger A creature with a holy 
  symbol on its person crosses the threshold of the temple. Effect The 
  creature is targeted with spirit blast (basic Fortitude save DC 29).
  Reset The haunt resets after 24 hours.
  GALLOWS OF DESPAIR  
  HAZARD 9
  HAUNT
  Stealth DC 33 (master) 
  Description The spirit of a creature, hung for crimes it did not commit, 
  clings to the gallows in an abandoned town.
  Disable Diplomacy DC 26 (expert) to convince the spirit of its innocence 
  or Religion DC 30 (master) to exorcise the spirit
  Despair � (emotion, mental); Trigger A creature lingers at the gallows 
  for more than 1 round. Effect The creature suffers incapacitating mental 
  anguish. It must attempt a DC 28 Will save.
  Critical Success The creature is unaffected.
  Success The creature is slowed 1.
  Failure The creature is stunned 2 as it sobs uncontrollably and takes 4d10 
  mental damage.
  Critical Failure The creature is stunned 4 as it sobs uncontrollably and 
  takes 8d10 mental damage.
   
  
  8
  It's a Trap
  STUPEFYING MEMOIRES 
  HAZARD 12
  HAUNT
  Stealth DC 35 (master)
  Description The restless spirit of an individual whose mind slowly 
  deteriorated over time infuses the pages of a diary detailing the trials of 
  daily life in an asylum for the insane.
  Disable Performance DC 38 (master) to turn the details of the diary into 
  a sonnet, ballad, or some other fitting tribute, putting the spirit to rest, 
  or dispel magic (6th level; counteract DC 32) to counteract feeblemind 
  Feeblemind � (curse, enchantment, incapacitation, mental); Trigger A 
  creature examines or reads the diary. Effect The creature is targeted by 
  feeblemind. The creature must attempt a DC 28 Will save.
  Reset The haunt resets after 24 hours. 
  Design Note The GM can increase the level of this hazard to 14 by making 
  the following alterations: Stealth DC 38 (master); Disable Performance 
  DC 41 (master); Warp Mind � (emotion, enchantment, incapacitation, 
  mental); Effect The creature is targeted by warp mind. The creature must 
  attempt a Will save DC 31.
  RAIN OF BLOOD 
  HAZARD 13
  HAUNT
  Stealth DC 37 (master)
  Description Entering unholy ground causes a rain of searing blood to pour 
  from the sky overhead.
  Disable Religion DC 32 (expert) to use consecrate to rededicate the ground, 
  or Survival DC 37 (master) to quickly find safe shelter from the rain 
  Smite the Unbeliever � (divine, evil, occult); Trigger One or more 
  creatures, who do not worship the deity to which the unholy ground 
  is dedicated, spend at least 2 rounds within the area of unholy ground. 
  Effect Blood rains from the sky for 1d6+2 rounds, dealing 8d6 evil 
  damage each turn to every creature in the area who does not worship 
  the deity that the ground is devoted to. Creatures that take damage 
  must attempt a DC 33 Will save.
  Critical Success The creature is unaffected, takes no damage from the 
  rain, and is immune to the effects of the rain for 1 minute.
  Success The creature takes half damage and becomes sickened 1. The 
  creature gains a +2 circumstance bonus to saves made against smite 
  the unbeliever for the next 24 hours.
  Failure The creature takes full damage and becomes sickened 2.
  Critical Failure The creature takes double damage and becomes sickened 
  2 and fleeing 2.
  Reset The haunt resets automatically after 24 hours.
  MARINER’S MISERY  
  HAZARD 14
  HAUNT
  Stealth DC 38 (master)
  Description The mast of a ship is haunted by the vengeful spirit of a 
  mariner who was unjustly whipped to death by a ruthless captain.
  Disable Occultism DC 33 (expert) to appease the spirit for 24 hours by 
  undermining the captain’s authority or Religion DC 38 (master) to 
  exorcise the spirit
  Bloody Lashes � (evil, occult); Trigger A creature approaches within 5 
  feet of the mast. Effect The spectral form of a whip dripping with blood 
  lashes out across the creature’s back. The creature takes 6d10+35 evil 
  damage and 1d6 persistent bleed damage (DC 34 basic Reflex save).
  MALICIOUS MELODY  
  HAZARD 15
  HAUNT
  Stealth DC 43 (master) 
  Description Sounds of music and laughter fill a large entertainment hall. 
  A variety of musical instruments sit on an elevated dais. The grand piano 
  to the right of the dance floor is haunted by a debutante who was publicly 
  ridiculed for her ineptitude.
  Disable Performance DC 40 (master) to soothe the spirit so that it refrains 
  from attacking for 24 hours (a critical success on this roll increases 
  this time to 1 week) or dispel magic (8th level; counteract DC 36) to 
  counteract uncontrollable dance 
  Uncontrollable Dance � (enchantment, incapacitation, mental, occult); 
  Trigger A creature listens to the music for more than 1 round. Effect The 
  creature is targeted with uncontrollable dance (basic DC 36 Will save).
  Design Note The GM can upgrade this haunt by making the following 
  alterations: Hazard 18; Stealth DC 48 (master); Disable Performance DC 
  45 (master) or dispel magic (9th level; counteract DC 40) to counteract 
  unfathomable song; Unfathomable Song � (auditory, emotion, 
  enchantment, fear, incapacitation, mental, occult); Effect The creature is 
  targeted with unfathomable song (basic DC 40 Will save).
  MISER’S HOARD 
  HAZARD 16
  HAUNT
  Stealth DC 42 (master)
  Description A single golden coin, out of an entire hoard, is haunted by the 
  spirit of a miserly dragon unwilling to part with its wealth, even in death.
  Disable Religion DC 42 (master) to exorcise the spirit or Diplomacy DC 
  45 (master) to convince the spirit that it has no need for wealth in the 
  afterlife
  Give Me That � (emotion, illusion, mental); Trigger A creature tries 
  to remove anything of value from the hoard. Effect The haunt forces 
  the creature to add to the hoard, and leave it behind. The target must 
  attempt a DC 37 Will save.
  Critical Success The creature is unaffected.
  Success The target is stunned 1 as it fights off the urges induced by the 
  haunt.
  Failure The target adds its most valuable item to the hoard and becomes 
  fleeing 5.
  Critical Failure The target adds all of its belongings to the hoard, and for 
  the next 24 hours, the target cannot approach within 100 feet of the 
  hoard.
  Reset The haunt resets automatically each round.
   
  
  9
  It's a Trap
  BROKEN HEART 
  HAZARD 17
  HAUNT
  Stealth DC 46 (master)
  Description A dilapidated shack with an air of emptiness contains a 
  rocking chair, moving forward and back in a rhythmic fashion. The chair 
  binds the spirit of an inconsolable parent who was so impoverished in life 
  that its only child was taken into servitude in lieu of tax payment.  
  Disable Occultism DC 43 (master) to perform a divination ritual that 
  allows the spirit of the parent and child to find each other in the afterlife
  Unfathomable Sadness � (mental); Trigger A creature lays eyes upon 
  the child’s drawing of a family, on the floor beside the chair. Effect The 
  creature is overcome with loss and desperation; it must attempt a DC 
  36 Will save. 
  Critical Success The creature is unaffected.
  Success The creature takes 6d12 mental damage.
  Failure The creature takes 12d12 mental damage and must spend all of its 
  actions rocking in the chair, humming a lullaby. The creature continues 
  to attempt to save each round until successful, at which time it is 
  released from the haunt’s influence. If unsuccessful, the creature 
  takes no further damage, but must continue to spend all of its actions 
  rocking and humming.
  Critical Failure The creature’s heart stops beating, it drops to 0 HIt Points, 
  and becomes dying 1. 
  Reset The haunt resets after an hour.
  SCREAMING SKULL  
  HAZARD 17
  HAUNT
  Stealth DC 46 (master) 
  Description An unused summoner’s lab is filled with musty tomes, 
  beakers, vials, clamps, specimens floating in liquid-filled jars, and a 
  plethora of bones of various sizes, including a badly damaged skull. The 
  previous owner of the lab lost control of a summoned creature and was 
  brutally dismembered. The summoner’s restless spirit is tied to the skull, 
  which it uses as an instrument to express its anguish.
  Disable Occultism DC 43 (legendary) to bury the skull with the rest of 
  the remains in the marked grave outside, putting the haunt to rest 
  permanently 
  Scream � (sonic); Trigger A creature attempts to cast a spell within the 
  confines of the lab. Effect The haunt lets out a bloodcurdling scream, 
  and each creature in the lab must attempt a DC 38 Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes 6d12 sonic damage and is stupefied 1.
  Failure The creature takes 12d12 sonic damage, is stupefied 2, and is 
  deafened for 1 minute.
  Critical Failure The creature takes 12d12 sonic damage, is stupefied 3, 
  and is deafened permanently.
  DESERTER’S DESPERATION  
  HAZARD 18
  HAUNT
  Stealth DC 48 (legendary)
  Description The spirit of a soldier, guilty of desertion when its home town 
  was under attack, haunts the well where its bones lie, inflicting suffering 
  akin to what it experienced—cold, loneliness, and fear.
  Disable Religion DC 45 (master) to pour holy water into the well, quieting 
  the spirit for a number of days equal to the number of vials used or 
  Occultism DC 39 (expert) to permanently free the haunt by assuaging 
  its guilt and returning its ring (a valuable family heirloom located on a 
  finger bone at the bottom of the well) to a family member
  Storm of Desperation �; Trigger A creature attempts to draw water from 
  the well. Effect The spirit lashes out at the triggering creature, assailing 
  them with mental anguish and bitter cold. The creature must attempt 
  a DC 38 Will save.
  Critical Success The creature is unaffected.
  Success The creature takes 3d12 cold damage and 3d12 mental damage.
  Failure The creature takes 6d12 cold damage, 6d12 mental damage, and 
  is frightened 1.
  Critical Failure The creature takes 12d12 cold damage, 12d12 mental 
  damage, is frightened 2, and fleeing for 1 round.
  Design Note An especially challenging monster lurking in the waters 
  below makes retrieving the ring even more difficult.
  SOUL SARCOPHAGUS 
  HAZARD 20
  HAUNT
  Stealth DC 48
  Description An ancient stone sarcophagus used to contain the souls of 
  hundreds of living beings, which when opened releases them briefly to 
  wreak havoc on the living.
  Disable Religion DC 42 (master) to send the spirits on to the afterlife, 
  or Thievery DC 48 (legendary) to permanently fuse the lid of the 
  sarcophagus
  AC 42; Fort +36, Ref +42, Will +39
  Hardness 35; HP 140 (BT 70); Immunities critical hits, object damage 
  immunities, precision damage; Weaknesses good 10
  Rend Souls �; Trigger The lid of the sarcophagus is opened. Effect The 
  trap releases hundreds of souls that fly about and tear at the souls of 
  any living creature within 100 feet. Any living creature within 100 feet 
  must attempt a DC 42 Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes take 8d10 negative damage.
  Failure The target takes 16d10 negative damage and is drained 1d6.
  Critical Failure The target takes 32d10 negative damage and is drained 6.
  Reset The souls return to the sarcophagus and the lid closes at the end of 
  the round in which it was opened, and is reset.
   
  
  10
  It's a Trap
  Environmental hazards are naturally occurring, and may 
  be perilous features of the landscape, such as whirlpools or 
  avalanches, or dangerous fauna or flora, such as shrieker 
  shrooms. Some environmental hazards are magical in nature, and 
  form through an abundance of magical energy or errant magic. 
  Although environmental hazards are naturally occurring, wily 
  creatures may use these hazards to their advantage when creating 
  their lairs. 
  SHRIEKER SHROOMS 
  HAZARD 0
  ENVIRONMENTAL
  FUNGUS
  Stealth DC 16
  Description A patch of small mushrooms that emit a piercing shriek 
  whenever there is movement or a light source within 10 feet.
  Disable Survival DC 19 (trained) to uproot the mushrooms without 
  triggering them or Stealth DC 16 (trained) to sneak past them without 
  the motion awakening them
  AC 10; Fort +9, Ref –3
  HP 11; Immunities critical hits, object immunities, precision damage; 
  Weaknesses fire 
  Shriek �; Trigger A creature moves within 10 feet, or a light source is 
  brought within 10 feet. Effect The mushrooms shriek loudly enough to 
  be heard clearly up to a mile away (Perception check DC 5). Anyone 
  within 30-feet must attempt a DC 14 Fortitude save.
  Critical Success The target is unaffected.
  Success The target is deafened for 1 round.
  Failure The target is deafened for 10 minutes.
  Critical Failure The target is deafened for 1 hour.
  Reset The shrieker shrooms stop shrieking 1 minute after the light source 
  is removed or all movement within 10 feet stops. It then resets after 10 
  minutes.
  THIN ICE 
  HAZARD 4
  COLD
  ENVIRONMENTAL
  Stealth DC 22 (trained) 
  Description A 10-foot-wide area of thin ice cracks, dropping creatures into 
  extremely cold water.
  Disable Survival DC 17 (trained) to know all creatures must walk around 
  the area to avoid cracking the thin ice, and that once cracked, any 
  adjacent 5-foot square will also crack if it contains any Small or larger 
  creature that is not lying prone on the ice
  Ice Hardness 0, Ice HP 36 (5-foot squares adjacent to an existing hole 
  have half this amount); Immunities cold damage, critical hits, object 
  immunities, precision damage; Weaknesses fire damage
  Hole In Ice � (cold); Trigger A Small or larger creature walks or falls onto 
  the area of thin ice. (Ice is difficult terrain, requiring a DC 18 Acrobatics 
  check to Balance.) Effect The ice cracks, and the creature plunges into 
  the water. A creature can use the Grab an Edge reaction to grab the 
  ice’s unshattered edge with a DC 17 Reflex save. 
  Success The creature grabs the edge and can attempt a DC 15 Athletics 
  check to pull itself to safety.
  Failure The creature plunges into the water and takes 2d6 cold damage. 
  The creature takes 2d6 cold damage each round until it gets out of the 
  water.
  Critical Failure The creature is submerged beneath the water and 
  becomes disoriented under the ice (see drowning and suffocating 
  for additional information). The creature requires a successful DC 15 
  Perception check to locate a hole in the ice when it is submerged. The 
  area under the ice is one level darker than the light above the ice. A 
  creature sustains 2d6 cold damage on the first round it makes contact 
  with the water, and each round it remains in the water.
  Reset The ice reforms after 12 hours, in cold weather. 
  WILDEBEEST STAMPEDE  
  HAZARD 4
  COMPLEX
  ENVIRONMENTAL
  Stealth +8 (trained) low-light vision, scent (imprecise) 30 feet 
  Description A herd of wildebeest starts to stampede when threatened.
  Disable Nature DC 19 (trained) to quell the stampede
  AC 17; Fort +8, Ref +4, Will +1 
  HP 60 
  Stampede �; Trigger A creature moves within 30 feet of the herd or 
  creates an extremely loud noise within 120 feet of it, startling the herd. 
  Effect The herd moves 40 feet and attempts to trample any creatures in 
  the stampede’s path, then rolls initiative. 
  Routine (2 actions) On its initiative, the stampede uses its first action 
  to move 40 feet and uses its second action to attempt to trample any 
  creatures in its path.
  Melee � trample +14, Damage 2d8+5 bludgeoning
  Reset If unthreatened for an hour, the wildebeest settle down enough to 
  stop stampeding.
  Chapter 2: Environmental Hazards
   
  
  11
  It's a Trap
  SWAMP GAS 
  HAZARD 6
  ACID
  ENVIRONMENTAL
  Stealth DC 25 (trained) to smell the distinctive odor of the gas or notice 
  bubbles on the water’s surface
  Description A 20-foot wide area of swamp is filled with pockets of putrid, 
  acidic gas buildup in the mud, which erupt when disturbed. 
  Disable Survival DC 19 (trained) to move through a 5-foot area of swamp 
  without causing the gas pockets to burst
  Acid Eruption �; Trigger A gas pocket is stepped on. Effect The pocket 
  bursts, spewing mud and toxic fumes in a 5-foot radius. Creatures in 
  the area of toxic fumes must attempt a DC 22 Fortitude save.
  Critical Success The target suffers no ill effects.
  Success The target takes 1d8 points of acid damage.
  Failure The target takes 2d8 points of acid damage and is sickened 2.
  Critical Failure The target takes 2d8 points of acid damage, is sickened 
  4, and takes an additional 1d8 points of acid damage on the following 
  round.
  MIDAS EFFECT 
  HAZARD 7
  ENVIRONMENTAL
  MAGICAL
  TRANSMUTATION
  Stealth DC 27 (expert)
  Description A pool of alchemical reagents, naturally formed from a runoff 
  of water from a magic-rich area, turns anything that’s put into it into gold. 
  The items become lead if removed from the pool for more than 24 hours.
  Disable Thievery DC 27 (master) to drain the pool of its power by inserting 
  enough objects into it, or dispel magic (4th level, counteract DC 25) to 
  counteract the pool’s magic
  Transformation � (arcane, transmutation); Trigger A creature or object 
  is inserted into the pool. Effect The creature is targeted by a spell-like 
  effect that turns them into gold. The target must attempt a DC 25 
  Fortitude save.
  Critical Success The target is unaffected.
  Success The target is slowed 1 for 1 round.
  Failure The target is slowed 1 (1 minute) and must attempt a DC 25 
  Fortitude save at the end of each of its turns while slowed; this ongoing 
  save has the incapacitation trait. On a failed save, the slowed condition 
  increases by 1 (or 2 on a critical failure), for 1 additional minute. A 
  successful save reduces the slowed condition by 1. When a creature 
  is unable to act due to the slowed condition from the Midas effect, the 
  creature is permanently petrified. 
  Critical Failure As failure, but the target is initially slowed 2 (1 minute).
  HELLWORM STORM 
   HAZARD 8
  DISEASE
  ENVIRONMENTAL
  Stealth DC 28 (trained)
  Description Desert sand within a 20-by-20-foot area is infested with 
  desiccating hellworm eggs. When the sand is disturbed and caught on 
  the wind, it produces a short-lived dust devil, lacerating and infecting 
  nearby creatures. 
  Disable Nature or Survival DC 26 (expert) to apply an appropriate 
  antiparasitic herbal remedy, killing the eggs before they hatch. This 
  remedy should be in the form of a powder to sprinkle on the sand if the 
  eggs were spotted in time before the hellworm storm occurs, a poultice 
  to apply to compromised skin if a creature sustained slashing damage, 
  or a tonic to drink if sand was inhaled
  AC 27; Fort +19, Ref +13
  HP 70; Immunities critical hits, precision damage, swarm mind
  Worm Storm �; Trigger A creature disturbs the desert sand. Effect A 
  dust devil carrying lacerating hellworm eggs spins through the area. 
  Creatures in the area must attempt a DC 28 Reflex save.
  Critical Success The creature is unaffected. 
  Success The creature takes 1d10+5 slashing damage.
  Failure The creature takes 2d10+11 slashing damage and is exposed to 
  desiccating hellworm disease.
  Critical Failure The creature takes 4d10+22 slashing damage, is exposed 
  to desiccating hellworm disease, and suffers a –2 circumstance penalty 
  on its Fortitude save from inhaling a lungful of sand.
  Desiccating Hellworm Disease (disease, inhaled, injury) The moment 
  an egg comes in contact with bodily fluids or mucous membranes, 
  it hatches and immediately begins to siphon water and nutrients 
  from its host. Any drained condition persists after the duration ends; 
  Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 
  1 enfeebled 1 (1 round); Stage 2 enfeebled 2 and drained 1 (1 round); 
  Stage 3 enfeebled 3 and drained 2 (1 round)
   
  
  12
  It's a Trap
  SEISMIC TREMOR  
  HAZARD 9
  EARTH
  ENVIRONMENTAL
  Stealth DC 33 (master) 
  Description A 50-feet-by-50 feet area in the vicinity of a fault line is 
  prone to fissure-causing tremors. 
  Disable Nature DC 23 (master) to gauge where a fissure is likely to occur 
  and locate a safe area of ground upon which to stand to avoid the 
  fissure or Stealth DC 23 (master) to move through the area without 
  disturbing the fault
  Fissure �; Trigger A creature moves through the area or creates a loud 
  noise within 20 feet of the area. Effect The ground begins to shake and 
  a 10-feet-by-50-feet fissure, 40 feet deep, forms in the earth. Creatures 
  in the area must attempt a DC 28 Reflex save. The shaking continues 
  for 1 minute afterwards. During that time, the area of the seismic tremor 
  is difficult terrain and creatures within the area take a –2 circumstance 
  penalty to attack rolls, AC, and skill checks. 
  Critical Success The creature is able to maintain its footing and remains 
  standing. 
  Success The creature falls prone, but does not fall into the fissure.
  Failure The creature falls into the fissure and takes 20 bludgeoning 
  damage from the fall. It can use the Grab an Edge reaction to avoid 
  falling.
  Critical Failure The creature falls into the fissure, can not use the Grab 
  an Edge reaction, takes 20 bludgeoning damage from the fall, and 
  lands wedged into the fissure, becoming stuck. From its next turn, the 
  creature can use 1 action to attempt to dislodge itself with a DC 25 
  Strength or Dexterity check. 
  AVALANCHE 
  HAZARD 10
  COMPLEX
  ENVIRONMENTAL
  Stealth +25 (trained)
  Description A 50-foot-wide section of heavy snow lies atop lighter snow 
  on a mountain or hillside, ready to burying anyone below who disturbs it 
  with a loud noise in tons of snow.
  Disable Nature or Survival DC 32 (master) to trigger a slow and safe 
  release of the snow
  Cascade �; Trigger A loud noise (such as battle or shouting) is made 
  within 120 feet of the section of snow. Effect The snow cascades down 
  the side of the hill or mountain, burying those below in snow. The 
  avalanche rolls initiative if it hasn’t already.
  Routine (1 action) On its initiative, the avalanche travels 200 feet in a 
  straight line, causing 6d6 points of bludgeoning damage to anyone caught 
  in a 50-foot-wide path. This continues until the avalanche has traveled 
  2,000 feet or reached the bottom of the slope. Anyone caught in the path 
  of the cascade must make a DC 26 Reflex save or be immobilized until it 
  Escapes with a DC 29 Athletics check. Until the creature escapes, it takes 
  1d6 cold damage each round, and must hold its breath or start to suffocate.
  WHIRLPOOL  
  HAZARD 10
  ENVIRONMENTAL
  Stealth DC 25 (trained)
  Description Opposing currents form a cone of rapidly rotating water, 30 
  feet in diameter, with its depth equal to its diameter.
  Disable Survival DC 27 (master) or Sailing Lore DC 27 (expert) to 
  successfully pilot a craft through the whirlpool 
  Buffeting Funnel �; Trigger A Huge or smaller creature or object (such 
  as a boat) comes within 15 feet of the outer edge of the vortex. Effect 
  A creature must Swim against the pull of the vortex. A creature within 
  15 feet of the vortex must succeed at a DC 26 Athletics check to Swim, 
  while a creature within the vortex must succeed at a DC 29 Athletics 
  check to Swim.
  Critical Success The target moves through the water 5 feet, plus 5 feet 
  per 20 feet of its land speed.
  Success The target moves through the water 5 feet per 20 feet of its land 
  speed.
  Failure The target moves 5 feet towards the center of the vortex. 
  Critical Failure The target is pulled 5 feet down and 10 feet towards the 
  center of the vortex. A creature in the center of the vortex takes 2d12+13 
  bludgeoning damage at the start of its turn. If it is underwater it must 
  hold its breath or begin drowning (see drowning and suffocating for 
  additional details).
  Reset The vortex dissipates 10 minutes after being triggered and reforms 
  naturally after 24 hours, when similar tidal situations are present.
  Design Note The GM can upgrade this hazard to a Maelstrom by making 
  the following changes: Hazard 21 Stealth DC 39 (master) Description The 
  vortex is located at a portal near the Elemental Plane of Water and is 500 
  feet in diameter. Disable Survival DC 50 (legendary) or Sailing Lore DC 44 
  (master) Trigger Any size creature or vessel comes within 50 feet of the 
  outer edge of the vortex. Effect As above, but the damage taken increases 
  to 4d10+24, and the Athletics check to swim in the area of the vortex is DC 
  44 (master) while within 50 feet of the edge of the vortex is DC 41 (master). 
  Reset The maelstrom at this location is continuous and permanent.
  HALLUCINATORY SPORE STRANDS  
  HAZARD 11
  ENVIRONMENTAL
  FUNGUS
  Stealth DC 33 (master) to notice the fine, translucent strands of the 
  spores which are easily overlooked and often mistaken for spider webs
  Description Hallucinatory spore strands fill a 5-foot cube of air. They 
  create misfires of the optic nerve, causing creatures to see multiple 
  images of objects and generating severe vertigo. 
  Disable Nature or Survival DC 28 (expert) or Herbalism Lore DC 28 
  (expert) to flush the eyes with a tonic that counteracts the spore 
  strand’s effects
  AC 31; Fort +24, Ref +18
  HP 48; Immunities critical hits, object immunities, precision damage
  Ocular Assault �; Trigger A creature’s skin comes into contact with the 
  spore strands. Effect The creature is exposed to hallucinatory spore 
  strands. The creature must attempt a DC 28 Fortitude save.
  Hallucinatory Spore Strands (contact, incapacitating, poison); Saving 
  Throw DC 28 Fortitude; Maximum Duration 1 minute; Stage 1 sickened 
  1 and all objects and creatures become hidden to you as a result of the 
  visual distortion you experience (2 rounds); Stage 2 sickened 2 and all 
  objects and creatures become hidden to you (2 rounds); Stage 3 sickened 
  3 and all objects and creatures become hidden to you (2 rounds)
   
  
  13
  It's a Trap
  LAVA VENTS  
  HAZARD 12
  ACID
  ENVIRONMENTAL
  FIRE
  Stealth DC 27 
  Description A 45-foot-square field of steam producing lava vents. The 
  volatile surface is considered difficult terrain. 
  Disable Nature or Survival DC 30 (expert) three times, once per 15 feet 
  traveled, to navigate a safe path, avoiding erupting areas
  Toxic Vent �; Trigger A creature walks on the unstable cavern floor. 
  Effect A lava vent releases a combination of acidic gas, fire, and lava 
  bombs that solidify as they hurtle through the air, shattering on impact, 
  dealing 2d6 acid damage, 6d6 fire damage, and 2d6 bludgeoning 
  damage. Creatures within a 20-foot radius of the eruption make a basic 
  Reflex save DC 30 to avoid the eruption.
  Reset The vents trigger no more than 6 times per hour, regardless of how 
  often the field is trodden upon in that time. After an hour, the pressure 
  builds up again, and the trap naturally resets.
  MAGICAL CONVERGENCE  
  HAZARD 14
  ENVIRONMENTAL
  MAGICAL
  Stealth DC 30 (expert) to notice the constantly varying pockets of 
  warmth, cold, and static electricity hanging in the air or detect magic 
  Description An area covering half a square mile is under the influence 
  of a naturally occurring phenomenon in which a plethora of conflicting 
  magical energies are trapped, unable to dissipate. This energy interacts 
  erratically with other magic cast in the vicinity. 
  Disable Arcana or Nature DC 35 (master) made when casting a spell to 
  obtain the normal result
  Magical Misfire � (abjuration, conjuration, divination, enchantment, 
  evocation, illusion, necromancy, transmutation); Trigger A spell is 
  cast within the boundaries of the affected area without the caster 
  succeeding at an Arcana or Nature check DC 35 (master). Effect A 
  random effect occurs. Roll a 1d4 and see below:
   1.  The number of damage producing dice the spell uses is doubled, but 
  any protective effect (buff to AC, damage resistance, saving throw 
  bonus, etc.) is decreased by 1. 
   2.  Regardless of the spell’s normal duration, it lasts only 1 round. Spells 
  with an instantaneous effect fizzle without effect.
   3.  Immediately upon using the final action necessary to cast the spell, 
  the caster becomes stunned 2.
   4.  Regardless of the intended target, the target (or center point for an 
  area of effect spell) changes to the caster.
  CAVE IN 
  HAZARD 15
  ENVIRONMENTAL
  Stealth DC 34 (master) 
  Description The ceiling of a passage contains a 15-foot radius area of 
  unstable material (stone and dirt in an underground cavern or wood and 
  plaster in an urban building). Once the collapse is triggered, the area 
  is considered difficult terrain and uneven ground, and the passage is 
  blocked. 
  Disable Arcana DC 40 (expert) to circumvent the hazard with dimension 
  door or teleport or to mitigate the damage with wall of stone (or a 
  similar barrier), or Stealth DC 34 (master) to avoid causing vibrations 
  Debris Shower �; Trigger Vibrations beneath the unstable area such as 
  those caused by footfalls or talking. Effect Debris reigns down causing 
  6d12+33 bludgeoning damage to all creatures in the area and possibly 
  burying them, each creature in the area must attempt a DC 40 Reflex 
  save.  
  Critical Success The target takes half damage and moves to a square free 
  of debris. Only targets at the outermost 5-foot squares can achieve a 
  critical success. 
  Success The target takes full damage.
  Failure The target takes full damage and is buried, with a sufficient air 
  pocket (see Burial in chapter 10 of the Pathfinder Second Edition Core 
  Rulebook).
  Critical Failure The target takes full damage and is buried without a 
  sufficient air pocket.
  ANCHORED IN STONE 
  HAZARD 17
  EARTH
  ENVIRONMENTAL
  Stealth DC 43 (legendary) 
  Description An area of mud is infused with elemental energy from the 
  Plane of Earth, altering its molecular structure and rendering it unstable. 
  Agitation causes the mutated mud to solidify into granite.
  Disable Crafting DC 43 (master) or Plane or Earth Lore DC 36 (master) to 
  pour an appropriate alchemical agent onto the mud that interrupts the 
  molecular transformation 
  AC 40; Fort +32, Ref +26
  HP 115; Hardness 27; Immunities critical hits, object immunities, precision 
  damage
  Solidify Mud �; Trigger A Small or larger creature enters the mud, 
  creating a disturbance. Effect The mud immediately solidifies into 
  granite, encasing the feet of any creature standing in the mud. The 
  creature must attempt a DC 43 Reflex save.
  Critical Success The creature leaps to an unaffected area of mud.
  Success The creature is slowed 1 (1 round).
  Failure The creature is slowed 2 (1 minute) from chunks of stone clinging 
  to its feet.
  Critical Failure The creature is immobilized as its feet are completely 
  encased in stone. The creature does not regain its mobility until the 
  stone around its feet has been destroyed.
   
  
  RIVER OF SOULS 
  HAZARD 19
  ENVIRONMENTAL
  Stealth DC 50 (expert)
  Description An invisible tributary of the River of Souls, an extraplanar 
  pathway 100 feet wide, runs particularly strongly here, ushering living 
  creatures towards the afterlife.
  Disable Religion DC 41 (master) to safeguard the area or Arcana DC 47 
  (legendary) to determine the boundaries of the river and how to avoid 
  its currents
  The River Flows � or �; Trigger A living creature steps into the River of 
  Souls. Effect The river attempts to tear the soul of any living creature 
  into the afterlife, and they must attempt a DC 38 Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes 4d10+20 negative damage and becomes dying 
  1.
  Failure The creature takes 8d10+40 negative damage and becomes dying 
  2.
  Critical Failure The creature dies instantly.
  ELEMENTAL VORTEX 
  HAZARD 20
  ENVIRONMENTAL
  MECHANICAL
  Stealth DC 42 (legendary)
  Description A 100-foot radius magical conjunction of planar matter 
  allows planar energy to suddenly surges out of nowhere into the plane 
  that the victim inhabits, shattering the boundaries of the planes.
  Disable Arcana or Plane Lore DC 48 (legendary) to close the vortex 
  without causing it to erupt
  Erupt � (primal, conjuration) Trigger A creature moves into the area 
  of the vortex. Effect the triggering creature is at the center of an 
  elemental vortex that swirls through the boundaries of the planes for 
  a brief moment, causing damage to everyone in the area, before the 
  boundaries close themselves. This causes 4d10 points of damage each 
  of bludgeoning, cold, fire, and sonic damage, as a vortex connected to 
  the Elemental Planes of Earth, Water, Fire, and Air explodes outwards in 
  a 100-foot radius. Each creature can attempt a DC 42 basic Reflex save. 
  14
   
  
  15
  It's a Trap
  Traps are hazards that have been specifically designed to form 
  a barrier or discourage, harm or kill an intruder, or protect 
  something of value. They can be magical or mechanical in nature, 
  but often have a specific trigger that can be circumvented by those 
  who know what they’re doing. For example, a trap might be set 
  to trigger when someone opens a door, which normally involves 
  turning the handle downwards, but the creator could have rigged 
  the door to open when the handle is turned upwards, without it 
  triggering the trap. In such a way, the intended users of the area are 
  safe, but intruders remain in danger of triggering any traps.
  BELLIGERENT BROOMS 
  HAZARD 0
  MECHANICAL
  TRAP
  Stealth +3 or DC 16 (trained) to notice the extra component in the lock
  Description A room contains one obvious exit and one hidden, secret 
  door. A small closet containing two animated brooms is behind the secret 
  door (Perception DC 19). The lock on the obvious door is set to spring a 
  release mechanism in the secret door.
  Disable Thievery DC 16 (trained) to unlock the obvious door without also 
  triggering the spring release mechanism in the secret door 
  AC 16 (14 when broken); Fort +9, Ref +6
  Trigger Hardness 2, Trigger HP 6; Immunities critical hits, object 
  immunities, precision damage
  Open �; Trigger The obvious door is attacked or unlocked, springing 
  open the secret door. Effect The two animated broomsBestiary animate 
  and roll initiative.  
  Reset If an animated broom is not destroyed, it returns to the closet. 
  The spring mechanism automatically resets 10 minutes after being 
  triggered.
  FILTH-COVERED CALTROPS 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 17
  Description These caltrops have been covered in filth and excrement, 
  and spread out in a 5-foot square, in a pattern designed to maximize the 
  chances of an enemy stepping on them.
  Disable Survival DC 17 (trained) to safely gather up the caltrops (which 
  can be reused) or a DC 15 Acrobatics check to safely move through 
  the area
  AC 13; Fort +10, Ref +4
  Hardness 7, HP 24 (BT 12); Immunities critical hits, object immunities, 
  precision damage
  Pierce �; Trigger A creature moves through the square. Effect The 
  target must succeed on a DC 15 Acrobatics check or take 1d4 piercing 
  damage, 1 persistent bleed damage, and succeed on a DC 15 Fortitude 
  save or contract filth fever. A creature taking persistent bleed damage 
  from caltrops takes a 5-foot penalty to its Speed. Spending an Interact 
  action to pluck the caltrops free reduces the DC to stop the bleeding 
  by 5. 
  Filth Fever (disease) The sickened and unconscious conditions from 
  virulent filth fever don’t improve on their own until the disease is cured. 
  Saving Throw DC 15 Fortitude; Stage 1 carrier with no ill effect (1d4 
  hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 
  day), Stage 4 unconscious (1 day), Stage 5 dead
  ROLLING DEATH 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 20
  Description A heavy 10-foot-wide stone or log set to roll down a steep 
  incline, such as a hill or sloped dungeon floor, with a simple wire across 
  the ground to activate the trap.
  Disable Thievery DC 13 to disarm the wire without triggering the trap
  AC 13; Fort +10, Ref +4
  Hardness 8, HP 20 (BT 10); Immunities critical hits, object immunities, 
  precision damage
  Rolling Destruction �; Trigger A creature trips the wire. Effect The stone 
  or log rolls down the gradient, traveling at a speed of 30 feet a round, 
  and dealing 2d6 bludgeoning damage to anyone caught in a 10-foot-
  wide line (DC 15 basic Reflex save).
  Chapter 3: Traps
   
  
  16
  It's a Trap
  SPIDER SNARE 
  HAZARD 1
  COMPLEX
  MECHANICAL
  POISON
  TRAP
  Stealth +4 (trained), or DC 14 to notice either the hidden rope snare or 
  the camouflaged knife and suspended sack
  Description A rope snare is hidden among the leaves on the ground. The 
  snare is connected to a knife and a sack filled with a swarm of spiders 
  camouflaged in the tree branches above.
  Disable Thievery or Survival DC 13 (trained) to dismantle the trap without 
  triggering the snare
  AC 16; Fort +4, Ref +11
  HP 12; Immunities precision, swarm mind; Weaknesses area damage 5, 
  splash damage 5; Resistances bludgeoning 2, piercing 5, slashing 5
  Suspend and Slash �; Trigger A foot or similar appendage is placed in 
  the snare. Effect The triggering creature’s foot is ensnared by the rope 
  [Hardness 2, HP 8 (BT 4)] and the creature is suspended 10 feet in 
  the air directly beneath the sack, while the knife is simultaneously 
  triggered to slash open the sack, releasing the spider swarm. The spider 
  swarmBestiary rolls initiative. 
  Routine (2 actions) The swarm attacks the nearest creature for two 
  rounds and then disperses. 
  Speed 20 feet, climb 20 feet
  Swarming Bites Damage 1d4 piercing with a DC 14 basic Reflex save (A 
  creature dangling from the snare suffers a –4 circumstance penalty on 
  its Reflex saves and is also denied its Dexterity bonus on Reflex saves.) 
  A creature that fails its save is exposed to spider swarm venom.
  Spider Swarm Venom (poison); Saving Throw Fortitude DC 14; Maximum 
  Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); 
  Stage 2 1d4 poison damage and enfeebled 1 (1 round)
  Reset The trap must be reset manually with undamaged rope and a freshly 
  filled sack of spiders.
  BATTLE CHESS 
  HAZARD 2
  MECHANICAL
  TRAP
  Stealth 18 (trained)
  Description A complete, life-sized chess set fills a stone room with no 
  obvious exit other than the doorway through which the PCs entered. 
  Engraved on the floor at the entrance is the following message in common: 
  “Play to learn the way.” The chess pieces are intricately designed with 
  life-like detail, including embroidered robes on the bishops, embossed 
  barding on the knights, and exquisite armor and weaponry on the kings. 
  Each piece rests on one 5-foot square. A creature with a Strength of 9 or 
  more can move any piece. The exit is a hidden, handleless door barred 
  from the other side. The bar is connected to a pressure plate beneath 
  each of the king pieces. Moving the king off its square or knocking it over 
  releases the bar and causes the door to swing open.
  Disable Thievery DC 21 (expert) to use a tool to shift the weight of either 
  king piece just enough to trigger the bar to release the hidden door, 
  while avoiding touching it directly or causing it damage
  AC 17 (13 when broken); Fort +10, Ref +3
  Hardness 9, HP 20 (BT 10); Immunities bleed, death effects, disease, 
  doomed, drained, fatigued, healing, mental, necromancy, nonlethal 
  attacks, paralyzed, poison, sickened, unconscious
  Animated Armor Attack � (construct, mindless); Trigger The hidden 
  door is attacked or either king piece is touched or damaged. Effect The 
  animated armorBestiary on both king pieces animates and rolls initiative. 
  Reset If the animated armor is not destroyed, it settles back into place 
  on a king piece after killing all creatures in the room. Any moved chess 
  pieces must be put back in place manually and the pressure plates 
  below the king pieces require a manual reset.
  VELOCIRAPTOR ATTACK  
  HAZARD 3
  MAGICAL
  TRAP
  Stealth 16 (trained) 
  Description Cave drawings of two-legged dinosaurs illuminate and 
  animate on the wall when approached. These pictographs are the key to 
  freeing a troop of velociraptors that are trapped in time. 
  Disable Thievery DC 20 (trained) to safely chisel away the cave drawings, 
  permanently trapping the velociraptors, or dispel magic (1st level; 
  counteract DC 17) to counteract the pictographs.
  AC 16; Fort +12, Ref +6
  Pictograph Hardness 12, Pictograph HP 42 (BT 24); Immunities critical 
  hits, object immunities, precision damage
  Pack Attack �; Trigger A humanoid creature remains within 5 feet 
  of the cave drawings for longer than 1 round. Effect The troop of 
  velociraptorsBestiary (3–5 depending upon party size) is released into the 
  cave and immediately rolls initiative. The troop attacks, concentrating 
  attacks on one creature at a time, until no other creatures are left alive. 
   
  
  17
  It's a Trap
  BEAR TRAP 
  HAZARD 4
  MECHANICAL
  TRAP
  Stealth DC 22 (trained)
  Description a metallic set of jaws, with long teeth, a pressure plate 
  between the jaws, and a chain for anchoring it is concealed in the 
  undergrowth outside or among rubble indoors.
  Disable Thievery DC 22 (trained) to disable the jaws of the trap, or a 
  Strength check DC 17 once triggered to open them
  AC 21; Saving Throws Fort +14, Ref +8
  Hardness 11, HP 46 (BT 23); Immunities critical hits, object immunities, 
  precision damage 
  Snap Shut � (attack); Trigger someone steps on the pressure plate in 
  the middle of the trap Effect the jaws close, attacking the creature and 
  potentially immobilizing them.
  Melee trap jaws +17 (trip) Damage 4d8+10 slashing
  Reset the trap must be manually reset by opening the jaws and clicking 
  them into place, using brute strength. This requires the same checks 
  as disabling the trap.
  PERPLEXING PORTAL 
  HAZARD 4
  MAGICAL
  TRAP
  Stealth DC 22 (trained)
  Description A riddle is inscribed over an archway. Hidden amongst the 
  riddle’s text is a glyph that tries to befuddle trespassers. 
  Disable Thievery DC 25 (trained) to harmlessly drain the glyph’s power, 
  or dispel magic (4th level; counteract DC 23) to counteract the glyph 
  Confusion � (emotion, enchantment, mental); Trigger A creature crosses 
  the archway’s threshold without speaking the correct answer to the 
  riddle. Effect The creature is targeted by confusion (DC 23 Will save). 
  FROSTY RECEPTION  
  HAZARD 5
  COLD
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 26 (expert)
  Description A stone room contains a stylized statue with six arms and 
  an open mouth. This statue is stationed by a stone slab which blocks the 
  room’s exit. The arms, jointed at the shoulders, can be depressed. One of 
  the arms is connected to a hidden mechanism in the ceiling that retracts 
  the stone slab, while the other five trigger cone of cold.
  Disable Thievery DC 23 (expert) to remove an arm without triggering a 
  cone of cold (once an arm is removed, it is easy to see if the arm is 
  connected to the retracting mechanism or not), or dispel magic (5th 
  level; counteract DC 26) to counteract cone of cold
  Cone of Cold � (cold, evocation); Trigger A spell-triggering arm is 
  depressed. Effect A cone of cold originates from the statue’s mouth, 
  targeting the triggering creature. 
  Reset The statue automatically resets after 1 hour.
  IRON MAIDEN  
  HAZARD 5
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 20 (trained) 
  Description A room contains many implements of torture, one of which is 
  an iron maiden standing open and inscribed with a glyph of warding. The 
  iron maiden is made of metal, with spikes inside. 
  Disable Thievery DC 23 (expert) to remove the glyph from the iron maiden 
  without activating it, or dispel magic (3rd level; counteract DC 22) to 
  counteract the glyph
  AC 25; Fort +17, Ref +0
  Iron Maiden Hardness 14, HP 72 (BT 36); Immunities critical hits, object 
  immunities, precision damage
  Telekinetic Shove � (enchantment, mental); Trigger A creature enters 
  or touches the iron maiden without speaking the password. Effect 
  The creature is targeted with telekinetic shove which moves the 
  creature into the iron maiden with a +15 spell attack roll. If the shove 
  is successful, the iron maiden shuts, dealing 2d8+7 piercing damage to 
  the target. A creature takes 1d8+3 piercing damage at the start of each 
  of its turns until it escapes from the iron maiden. A successful DC19 
  Strength check is required to open the heavy iron door.
   
  
  18
  It's a Trap
  SPRINGBOARD CATAPULT 
   HAZARD 5
  MECHANICAL
  POISON
  TRAP
  Stealth DC 20 (trained)
  Description An invisible tripwire connects to a modified floorboard and a 
  hidden panel lined with poisoned needles on the opposing wall. 
  Disable Thievery DC 20 (trained) to disconnect the tripwire without 
  triggering the catapult mechanism
  AC 25; Fort +10, Ref +5
  Springboard Hardness 2, Springboard HP 8 (BT 4); Poisoned Needles 
  Hardness 12, Poisoned Needles HP 50; Immunities critical hits, object 
  immunities, precision damage
  Catapult Toss �; Trigger The tripwire is cut or tugged upon. Effect The 
  floorboard snaps up, hurling the target 15 feet across the room where it 
  slams into the now exposed panel of poisoned needles. The target must 
  succeed on a DC 22 (expert) Acrobatics check or take 1d4+7 piercing 
  damage and must attempt a DC 21 Fortitude save or be infected with 
  hunting spider venom. 
  Hunting Spider Venom (alchemical, injury, poison) Saving Throw DC 21 
  Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage 
  and flat-footed (1 round); Stage 2 1d12 poison damage, clumsy 1, and 
  flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-
  footed (1 round)
  Reset The trap resets after 1 round.
  SWINGING LOG TRAP 
  HAZARD 5
  MECHANICAL
  TRAP
  Stealth 23 (trained) or DC 26 expert to notice the tripwire
  Description A tripwire spread across the ground at ankle height connects 
  to a heavy wooden log, which is suspended above and in front of the wire, 
  on ropes.
  Disable Thievery DC 23 (trained) to disable the tripwire without activating 
  the trap, or cutting the ropes.
  AC 22; Saving Throws Fort +15, Ref +9
  Rope Hardness 2, Rope HP 8 (BT 4); Log Hardness 6, Log HP 30 (BT 15); 
  Immunities critical hits, object immunities, precision damage
  Swing � Trigger a Small or larger creature walks into, or breaks the 
  tripwire. Effect the trap releases the log, which swings down, making 
  a Strike against everyone in a 10-foot square centered on the center of 
  the tripwire. The log then reaches the top of its swing and returns to 
  make a second Strike. The log continues swinging but without enough 
  force to cause damage thereafter.
  Melee swinging log +15 (backswing) Damage 2d8+7 bludgeoning on the 
  first action, 2d6+5 on the second action (no multiple attack penalty).
  Reset The trap must be reset manually, which takes 5 minutes with a 
  successful DC 20 Strength check.
  MINER’S MISFORTUNE 
  HAZARD 6
  MECHANICAL
  TRAP
  Stealth DC 25 (expert)
  Description A barrel, full of flammable, explosive material labeled 
  “Supplies” is rigged with a fuse that causes it to explode when opened. 
  Disable Thievery DC 28 (expert) to disable the fuse inside the lid
  AC 21; Fort +17, Ref +3
  Hardness 14, HP 54 (BT 27); Immunities critical hits, object immunities, 
  precision damage; Weaknesses fire
  Explode �; Trigger The barrel’s lid is lifted, or the barrel is exposed to fire 
  for more than 1 round. Effect The barrel explodes, dealing 4d8+9 fire 
  damage and 2 persistent fire damage to anyone within 20 feet (DC 23 
  basic Reflex save).
   
  
  19
  It's a Trap
  TEMPTING ALTAR 
  HAZARD 7
  MECHANICAL
  TRAP
  Stealth DC 23 (trained)
  Description An altar’s surface displays a jeweled chalice, a silver holy 
  symbol, and an ornate dagger. Pressure plates under the items are 
  connected to a switch, which in turn connects to slots in the ceiling that, 
  when opened, release long metal bars and gaseous fumes.
  Disable Thievery DC 27 (expert) three times, once for each item on the 
  table, to remove the item while replacing it with an object of equal 
  weight 
  AC 25; Fort +15, Ref +12
  Hardness 16, HP 62 (31); Immunities critical hits, object immunities, 
  precision damage Lift or Bend Bars Athletics DC 30
  Caged and Gassed �; Trigger The amount of weight on the altar is 
  changed. Effect The switch flips, releasing poison gas and the metal 
  bars which descend from the ceiling to form a cage around the altar. 
  Creatures in the room must make a DC 23 Fortitude save against the 
  gas, which dissipates after 1 round.
  Critical Success The creature is unaffected. 
  Success The creature takes 1d10 poison damage.
  Failure The creature takes 2d10 poison damage and is clumsy 1.
  Critical Failure The creature takes 4d10 poison damage and is clumsy 2.
  Creatures within 10 feet of the altar must also make a DC 23 Reflex save 
  to avoid being caged.
  Success The creature leaps out of the way, landing outside the cage. 
  Failure The creature is caught within the cage.
  Critical Failure The creature is pinned to the floor by one of the bars and 
  suffers 1d8 piercing damage each round until the bar is lifted off or 
  destroyed.
  Reset The trap must be manually reset.
  STONE COFFIN 
  HAZARD 9
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 30 or detect magic
  Description An illusory floor covers a pit that is 10 feet square and 20 feet 
  deep. A stone slab falls from the ceiling to entomb anyone in the pit when 
  the trap is triggered.
  Disable Thievery DC 30 (expert) to disable the stone slab, or dispel magic 
  (3rd level, counteract DC 28) to counteract the illusory floor.
  AC 25; Fort +23, Ref +15
  Stone Slab Hardness 18, Stone Slab HP 66 (BT 33); Immunities critical 
  hits, object immunities, precision damage; 
  Entomb �; Trigger A creature walks onto the illusory floor. Effect 
  The triggering creature falls in and takes falling damage (typically 
  10 bludgeoning damage) and the slab falls down, sealing the pit. 
  A creature can use the Grab an Edge reaction to avoid falling, but if 
  successful takes 4d10+26 bludgeoning damage and must make a DC 
  20 Reflex save or still fall into the pit. 
  The stone slab does not form a perfect seal, so there is no risk of 
  suffocating and there is enough space underneath the slab so that 
  anyone caught within the pit will not be crushed to death.
  Lifting the slab requires a successful DC 30 Athletics check. 
  PETRIFYING KEYHOLE  
  HAZARD 11
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 36 (master)
  Description A spring-loaded basilisk’s tooth (magically imbued with the 
  spell flesh to stone) is hidden in the keyhole of a lock.
  Disable Thievery DC 33 to disable the spring mechanism, or dispel magic 
  (6th level; counteract DC 30) to counteract the spell
  AC 28; Fort +18, Ref +18
  Hardness 6, HP 24 (BT 12); Immunities critical hits, object immunities, 
  precision damage
  Flesh to Stone (transmutation); Trigger A creature tries to unlock or Pick 
  the Lock. Effect The spring triggers, providing the somatic component 
  to release the magical energy, targeting the creature with flesh to stone 
  (DC 30 Fortitude save).
  BODY SLAM 
  HAZARD 12
  MAGICAL
  TRAP
  Stealth DC 35 (master)
  Description A 5-feet-wide by 30-feet-deep pit is set in a 5-feet wide 
  corridor. A rune (craftily imprinted on the floor to blend with the natural 
  patterns in the stone) is located on the first 5-foot square after the pit, and 
  creates an area of reverse gravity when stepped on.
  Disable Thievery DC 30 (master) to destroy the rune without setting it off, 
  or dispel magic (7th level; counteract DC 32) to counteract the spell
  Reverse Gravity � (evocation); Trigger A creature steps on the 5-foot 
  square the rune occupies. Effect The area is targeted by reverse gravity. 
  The ceiling is 20 feet high.
  TANGLING FOREST  
  HAZARD 12
  MAGICAL
  TRAP
  Stealth DC 38 (master)
  Description A druidic glyph inscribed on a tree trunk tries to discourage 
  trespassers by transforming normal vegetation into attacking vines.
  Disable Thievery DC 35 (master) to remove the glyph harmlessly, or dispel 
  magic (6th level; counteract DC 32) to counteract the glyph
  Tangling Creepers �; Trigger A non-animal creature moves within 10 
  feet of the glyph without carrying a sprig of mistletoe on itself. Effect 
  The glyph casts tangling creepers, centered on the tree it occupies. A 
  vine uses +20 for its unarmed melee attack modifier, and the DC for 
  creatures attempting an Escape check is 28.
   
  
  20
  It's a Trap
  RUNESTONE PATH 
  HAZARD 13
  MECHANICAL
  MAGICAL
  TRAP
  Stealth DC 0 (the trap is plainly visible)
  Description Clay tiles inscribed with letters in an archaic language cover 
  a 50-foot-long corridor. Underneath the corridor is a 100-foot drop onto 
  spikes. An inscription above the corridor reads “Speak the name of our 
  lord, and live. Speak wrongly and die.”
  Disable Thievery DC 37 (master) to jam the tiles to prevent them from 
  dropping down, or dispel magic (7th level; counteract DC 33) to 
  counteract a magical letter, or DC 30 Religion check to Decipher 
  Writing to reveals the correct spelling of the deity’s name
  AC 37; Saving Throws Fort +26, Ref +20
  Tile Hardness 3, Tile HP 12 (BT 6); Floor Hardness 22, Floor HP 86 (BT 
  43); Immunities critical hits, fire, object immunities, precision damage
  Destroy Heretic �; Trigger A creature steps on the wrong letter. Effect The 
  triggering creature is hit by a lightning bolt (5th level, 6d12 electricity 
  damage, DC 29 basic Reflex save) that breaks the tile underneath it, 
  sending it tumbling into the pit underneath. The triggering creature can 
  try to Grab an Edge to avoid falling. Failure to do so causes them to fall 
  into the pit, taking falling damage (typically 50 bludgeoning) damage, 
  and land on the spikes, for another 2d8 piercing damage.
  Reset The tiles magically reappear 24 hours after they are destroyed. 
  Design Note The GM should decide the name of the deity the inscribed 
  letters spell out. Variants can be created that use Arcane or Occult skill 
  checks, and the name should be adjusted accordingly.
  CRUSHING WALLS 
  HAZARD 15
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +26 (master) to notice the scrape marks along the floor
  Description Two 30-foot-long segments of wall, on either side for a 5-foot 
  wide corridor, crush together repeatedly, shortly after multiple creatures 
  enter the area. Two triggers are located in the corridor and both must be 
  depressed to activate the trap.
  Disable Thievery DC 40 (master) to disable the floor triggers.
  AC 37; Fort +29, Ref +23
  Wall Hardness 25, Wall HP 98 (BT 49); Immunities critical hits, object 
  immunities, precision damage
  Slam �; Trigger The two triggers are stepped on within 30 seconds of 
  each other. The triggers do not depress until both have been activated. 
  The trap then rolls initiative.
  Routine (1 action) The walls slam together making a Strike against each 
  creature between the walls.
  Melee Slam +30, Damage 3d12+17 bludgeoning, no multiple attack penalty
  Action The trap resets after one round. 
  REFUSE ROOM  
  HAZARD 16
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +32 (master), Medicine DC 33 (master) to recognize the 
  potential for disease, Perception DC 42 (master) to notice the trapdoor 
  in the ceiling, or Perception DC 35 (master) to notice slight scratch 
  marks on the walls where the floor has scraped against them on its 
  ascent to the ceiling
  Description A 20-feet high room has a floor rigged to compact the 3-feet 
  deep trash pile that fills it. There is a locked trapdoor in the ceiling, and 
  the trash is infested with festering sores disease.
  Disable Thievery DC 45 (legendary) to jam the floor, or Thievery DC 30 
  (master) to pick the lock (good quality, requires 5 successful checks 
  to unlock) on the trapdoor, allowing the PCs to exit the room before 
  being crushed 
  AC 36; Fort +33, Ref +27
  Floor Hardness 25, Floor HP 100 (BT 50); Immunities critical hits, object 
  immunities, precision damage
  Ascend �; Trigger 50 pounds or more is added to the weight on the floor. 
  The trap then rolls initiative.
  Routine (1 action) The floor ascends 5 feet each round, for 4 consecutive 
  rounds. It stops moving for 1 round once it meets the ceiling. As soon as 
  the floor has ascended the first 5 feet, the door becomes blocked and can 
  no longer be used as an exit until the floor returns to its starting position. 
  The floor then descends 5 feet each round for the next 4 rounds until it 
  arrives at its starting position. On rounds 4 and 5, the floor makes a Strike 
  against each Small or larger creature in the room. 
  Melee � Crush +32, Damage 6d6+18 bludgeoning
  Creatures in contact with the trash for three rounds or more must attempt 
  a Fortitude save against festering sores disease.
  Festering Sores Disease (contact, disease); Level 16. Saving Throw DC 
  40 Fortitude; Maximum Duration 12 hours; Rats are immune. Stage 1 
  sickened 1 (1 round); Stage 2 sickened 2 and flat-footed 2 (1 round); 
  Stage 3 sickened 3 and flat-footed 3 and the creature can’t reduce its 
  sickened value below 1 (1 day)
  Reset The trap automatically resets 1 round after returning to its starting 
  position.
   
  
  21
  It's a Trap
  REVOLVING FLOOR 
  HAZARD 18
  ACID
  MECHANICAL
  TRAP
   
  Stealth DC 48 (master)
  Description A 20-foot by 20-foot room’s floor is set on a hinge at its 
  center, allowing the floor to pivot. An acid-filled pit, with the same 
  dimensions as the room above, sits 15-feet below floor level. There is 
  1-foot of acid at the bottom of the pit. 
  Disable Thievery DC 45 (legendary) at both sides of the room to jam the 
  pivot points or Strength DC 48 to hold the floor in place
  AC 42; Fort +33, Ref +27 
  Hardness 30, HP 120 (BT 60); Immunities critical hits, object immunities, 
  precision damage
  Floor Pivot �; Trigger One side of the floor is subjected to more weight 
  than the other. Effect The floor pivots, dispensing everything on the 
  floor into the pit. The floor immediately snaps back into place, sealing 
  off the pit below. The pit below is of sufficient size that the risk of 
  suffocation is not an issue. Each creature in the room must attempt a 
  DC 38 Reflex save.
  Critical Success The target is able to jump off the rotating floor and takes 
  no damage.
  Success The target falls into the pit and takes 7 bludgeoning damage and 
  3d6 acid damage.
  Failure The target falls into the pit and takes 7 bludgeoning damage and 
  6d6 acid damage.
  Critical Failure As Failure above, and acid splashes into its eyes. The 
  creature is blind until it receives magical healing or two successful DC 
  15 Medicine (trained) checks.
  For every subsequent round that a target remains in contact with the acid, 
  it takes 3d6 points of acid damage (basic Fortitude save DC 40).
  Reset The floor resets at the end of the round.
  WELL OF SLIME 
  HAZARD 20
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +38
  Description A frightening dragon skull rests on a jagged stone base 
  underneath a 50-foot-tall and 30-foot-wide archway. A stone well with a 
  noxious yellow substance inside stands before the skull. When triggered, 
  a fearsome claw rises out of the well to grab the triggering creature. The 
  skull then opens its mouth wide, and from between the jagged teeth a 
  thick, yellow slime boils forth, which over time transforms the victim into 
  an ochre jellyBESTIARY.
  Disable Thievery DC 48 (legendary) to disable the claw without causing 
  it to attack or Craft Alchemy DC 51 (master) to counteract the 
  transformative power of the slime in the well
  AC 45; Fort +39, Ref +36
  Hardness 35, HP 140 (BT 70); Immunities critical hits, object immunities, 
  precision damage
  Grab �; Trigger A Huge or smaller creature walks within 20 feet of the 
  Well of Slime Effect The well of slime attempts to Grapple the creature 
  (+40 Athletics check modifier). It then rolls initiative if it hasn’t already.
  Routine � On its initiative the well of slime attempts to maintain the 
  grapple. If the target has not escaped the well of slime pours yellow slime 
  onto the target. The target must attempt a DC 40 Fortitude save.
  Critical Success The target is unaffected.
  Success The target is slowed 1 for 1 round.
  Failure The target is slowed 1 (1 minute) and must attempt a Fortitude save 
  at the end of each of its turns; this ongoing save has the incapacitation 
  trait. On a failed save, the slowed condition increases by 1 (or 2 on a 
  critical failure), for an additional minute. A successful save reduces 
  the slowed condition by 1. When a creature is unable to act due to the 
  slowed condition from the well of slime, they are transformed into 
  an ochre jellyBESTIARY. Once the first save is failed, the creature must 
  continue to attempt saves until the slowed condition is either removed 
  or they succumb to the effect of the slime.
  Critical Failure As failure, but the target is initially slowed 2 (1 minute).
  Reset The well of slime is driven be a malicious semi-intelligence and 
  attacks a single creature until it succumbs to the effect of the slime, 
  or moves more than 20 feet away. At that point the well of slime resets 
  after one round.
   
  
  ELEMENTAL JUGGERNAUT 
  HAZARD 22
  MAGICAL
  TRAP
  Stealth 55 (legendary)
  Description A 30-foot-long corridor with a door at both ends contains 
  an invisible elemental force. When either door closes, both doors lock 
  (superior lock: 6 successes, DC 40 Thievery to unlock) and the invisible 
  elemental force hurtles down the corridor to smash any intruder against 
  the locked door.
  Disable Thievery DC 52 (legendary) to disable the door before it is closed 
  or dispel magic (9th level; counteract DC 45) to dispel the elemental 
  force 
  AC 40; Fort +40, Ref +40
  Hardness 40, HP 200 (BT 100); Immunities critical hits, object 
  immunities, precision damage
  Hurtling Destruction �; Trigger Either door is closed while a living 
  creature is in the corridor. Effect An invisible elemental force hurtles 
  down the corridor. Each creature in the corridor must succeed on a 
  basic DC 42 Reflex save or take 8d10+52 force damage and be knocked 
  prone.
  Reset The trap resets after 1 round.
  22
   
  
  23
  It's a Trap
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark 
  Seifter.
  “It’s a Trap”: Haunts, Hazards, and Traps © 2019, D20PFSRD.COM Publishing; Authors: Kim Frandsen and Beth Jones
   
  
  Haunts, environmental hazards, and traps provide 
  three distinct ways to challenge your players.
  Within these pages, we have gathered more than 
  40 years of gaming and design experience to give 
  you the greatest variety of haunts, environmental 
  hazards, and traps that our devious minds could 
  think up, presented in such a manner as to make it 
  as easy for you as possible to run them in your game.
  Challenge Your
  PlaYers
   
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/“It’s a Trap” Haunts Hazards and Traps.pdf