Bad Vibrations
COMPLEX HAZARD 3 +10 (expert)
The three larger crystals on the table begin to vibrate and emit a swiftly growing peal of sound.
DC 17 Thievery (trained) or DC 17 Occultism (trained) to disrupt the magic enchanting one of the crystals, or DC 20 Performance (trained) by a character who can cast Counter Performance to use sound to redirect the noise back into the crystal, or Dispel Magic (2nd rank, DC 18) to counteract a crystal.
AC 19; Fort +12, Ref +6
Hardness 10, HP 16 (BT 8) HP per crystal; Immunities critical hits, precision; Weaknesses sonic 5
Shrill Chime
(3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes 1d8 sonic damage (DC 20 basic Fortitude); a target who critically fails this save is Deafened for 1 minute. At the end of the hazard's routine, attempt a DC 10 flat check. On a success, one of the crystals shatters and is destroyed.
Pathfinder Adventure: A Fistful of FlowersOGL