Test of Agility
COMPLEX HAZARD 13Critical Success The character can move across the room normally this turn, without having to attempt Acrobatics checks, but treats the unstable floor as difficult terrain.
Success The character treats the ground in this room as difficult terrain, but each time they move they must succeed at a DC 30 Acrobatics check or they fall Prone at the start of their turn. A character who falls prone must succeed at a DC 33 Reflex save or fall into one of the two spiked pits to the north or south of the room (see Failure).
Failure As success but the character automatically falls prone and must succeed at a DC 33 Reflex save to avoid being pitched into one of the two spiked pits to the north or south of the room. A character who is pitched into a pit can attempt to Grab an Edge to avoid falling. The DC to Grab an Edge or Climb a pit's walls is 33. A character who falls into one of the pits plunges 50 feet onto a bed of spikes, taking 25 points of bludgeoning damage and 2d6 piercing damage (DC 33 basic Reflex).
Critical Failure As failure, but the character automatically rolls into one of the two pits.