Dart Barrage
COMPLEX HAZARD 3 +11 (trained) or DC 23 Perception (trained) to notice scratches around the musical pipes and a slight give to the seal
Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.
DC 22 Thievery (trained) to disable the pressure plate, or four DC 18 Thievery (trained) checks to plug the dart launchers
AC 22; Fort +13, Ref +7
Hardness 10, HP 60 (BT 30) (BT 30) to destroy the seal and disable the trap; Immunities precision, critical hits
Dart Volley
More than two Small or larger creatures step on the brass seal.
The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative.
Melee Dart +12, Damage 3d6 piercing
No multiple attack penalty
(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room.
The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.
Pathfinder #157: Devil at the Dreaming PalaceOGL