Rusty Spike Launcher
HAZARD 3 +10 (trained)
As the large rusty door swings open, a mass of rusty spikes appear out of nowhere in the open doorway and launch violently into the room.
DC 20 Thievery to decouple the triggering rods that cause the spikes to extend, or Dispel Magic (2nd rank; counteract DC 18) to counteract the trap
Launch Spikes
a creature opens the door without uttering a prayer to Xar-Azmak first
A mass of rusty spikes appears in the open doorway and then fire into area E1. The rusty spikes curve through the air to seek targets—all creatures in area E1 must attempt a DC 20 Reflex save.
Critical Success The creature avoids the spikes and takes no damage.
Success A spike grazes the creature, inflicting 2d10 piercing damage.
Failure A spike impales the creature, inflicting 2d10+13 piercing damage.
Critical Failure As failure, but the spike also exposes the creature to tetanus.
Tetanus (disease)
The trap automatically resets once the door is closed.
Pathfinder Adventure: RusthengeOGL