Floor Chute Trap
HAZARD 4 +15 (trained)
A pivoted section of a seemingly normal hallway becomes a chute that deposits victims into a more dangerous room.
DC 22 Thievery (trained) to prevent the floor from pivoting
AC 18; Fort +14, Ref +8
Hardness 12, HP 50 (BT 25); Immunities critical hits, precision
Look Out Below
A creature attempts to open the door at the end of the hallway
The section of floor marked on the map drops down, becoming a steep ramp. Creatures in the easternmost square fall 5 feet, creatures in the middle square fall 10 feet, and creatures in the western square fall 15 feet (DC 21 to Grab an Edge). In that order, all creatures who fall are moved to one of the squares immediately east of the marked squares in area A11. If any destination square is occupied, the creature in that square is pushed 5 feet to the east as the second creature takes its place, and both creatures take an additional 2d6 nonlethal bludgeoning damage (DC 21 basic Reflex save).
Provided no creature is on the slide, the trap resets after 1 minute, returning the hallway floor to its normal, unassuming state.
Pathfinder Adventures: Troubles in GrayceORC