Pendulum Pit
COMPLEX HAZARD 20 +36 (legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit.
Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.
DC 48 Arcana (legendary), DC 44 Thievery (master), or Dispel Magic (9th rank; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 Thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.
AC 10
Locking Room
A creature disturbs any of the platforms, or anything falls into the pit
The room rotates 45 degrees, closing off the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any). The trap then rolls for initiative.
Pendulum Shove
A creature hit by a pendulum blade must succeed at a DC 44 Reflex save or be moved 5 feet along the line of the pendulum's swing. This is forced movement.
Melee Pendulum Blade +38 (fatal d12, force, magical), Damage 4d10+22 force plus Pendulum Shove
No multiple attack penalty
(5 actions) For each active platform, the trap uses an action to create a pendulum of force to swing down along a straight line between the platform and one other creature in the room that isn't on the platform (if any). The trap makes a pendulum blade attack against any creature in that line. For each platform deactivated, reduce the number of actions the trap takes in its routine by 1.
The trap resets after 1 hour. If the Darkness throughout the room has been dispelled, the darkness in the room returns when the trap resets.
Pathfinder Adventure: Night of the Gray DeathOGL