Deadly Traps
ACTIONOvercome 2 successes; DC 34 Arcana or DC 34 Thievery
The PCs suppress or disable dangerous traps set to kill would-be thieves and make an explosive ruckus.
If a PC fails a check to overcome this scene, they trigger a trap that deals 16d6 damage to that PC (DC 36 basic Reflex). If the PC critically fails, it deals this damage to all PCs in the scene.
Pathfinder #149: Against the Scarlet TriadOGL