Explosive Steam Trap
COMPLEX HAZARD 7 +10 (trained) to find the desk switch; DC 28 Perception (expert) to find the trapdoor and charge
A black‑powder charge fastened to a trapdoor (marked with a "T" on the map) blows a hole in a steam tunnel, filling the room with superheated steam.
DC 18 Thievery (trained) to disarm the desk switch; DC 28 Thievery (expert) to disarm the trapdoor charge
AC 25; Fort +18, Ref +15
Hardness 8, HP 50 (BT 25); Immunities critical hits, precision
Explosive Charge
The desk switch is pressed or the trapdoor is opened
The charge on the door explodes. All creatures within 10 feet take 2d10+6 fire damage and 1d10+3 piercing damage, and 1d6 bleed (DC 22 basic Reflex). The room is filled with steam, making all creatures within the room Concealed. The trap then rolls initiative.
(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 1d10+3 fire damage.
Failure The creature takes 2d10+6 fire damage and is Blinded for 1 round.
Critical Failure The creature takes 2d10+6 fire damage, is Fatigued, and is blinded for 1 round.
Pathfinder #179: Cradle of QuartzOGL