9 hazards, from Ice Fall Trap to Iron Maiden Trap.
Ice Fall Trap · Images Of Failure · Images Of Powerlessness · Imperious Darkside Mirror · Ink Drowning Vats · Inky Tendrils · Instant Privacy Fence · Iron Dart Launcher · Iron Maiden Trap
HAZARD 4
Stealth DC 22 (trained)
Description Compartments in the ceiling are rigged to drop a freezing alchemical liquid into the entire room if the door is opened without using the key.
Disable Thievery DC 20 (trained) on the door allows it to be opened without springing the trap.
AC 20; Fort +11, Ref +7
Hardness 8, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage
Ice Fall Trigger The door is attacked or opened without using the key. Effect A freezing alchemical slurry is dumped into the room, dealing 4d6 cold damage to everyone in the area (DC 20 basic Reflex save).
The Fall of Plaguestone, page 41.
HAZARD 12
Stealth DC 35 (expert) to realize the illusory images conceal a magical trap (noticing the images has a DC of 0)
Description Psychically enhanced illusions flood the minds of creatures in the 40-foot-long, 15-foot-wide hallway (the white dotted box on the map) with memories of their past failures.
Disable DC 32 Occultism (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap.
Echoes of Defeat (curse, emotion, enchantment, mental) Trigger A creature ends a move action within the trap's area; Effect The triggering creature takes 2d10+10 mental damage (DC 32 basic Will save) as it recalls its past failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random skill feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from.
Echoes of Defeat. This effect lasts for 1 week and can be ended by effects that remove curses.
Reset The trap resets immediately and can affect the same creature multiple times on the creature's turn.
HAZARD 12
Stealth DC 35 (expert) to realize the illusory images conceal a magical trap (noticing the images has a DC of 0)
Description Psychically-enhanced illusions flood the minds of creatures in the 95-foot-long, 15-foot-wide hallway (the white dotted box on the map) with visions of their failures yet to come.
Disable DC 32 Occultism (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap.
Flood of Despair (curse, emotion, enchantment, mental) Trigger A creature ends a move action within the trap's area; Effect The triggering creature takes 2d10+10 mental damage (DC 32 basic Will save) as it considers its future failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random class feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from.
Flood of Despair. This effect lasts for 1 week and can be ended by effects that remove curses. The creature also immediately detects the secret door at the end of the hall, no matter how far away from the end of the hall they are.
Reset The trap resets immediately and can affect the same creature multiple times on the creature's turn.
HAZARD 19
Stealth +32 (legendary) to notice that the mirror isn't a regular mirror.
Description This magic mirror replaces characters with evil duplicates from another dimension.
Disable DC 42 Thievery (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 Thievery (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time.
AC 41; Fort +32, Ref +27
Hardness 1, HP 4 (BT 2)
Reflection of Evil (arcane, conjuration, teleportation) Trigger A non-evil creature is reflected in the mirror; Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative.
Routine (1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change)
Mirror duplicates are legendary in Intimidation and are permanently quickened, but they can use this additional action only to Demoralize.
A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.
Reset The mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the Thievery skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them.
HAZARD 18
Stealth +36 (master)
Description Steel hatch doors automatically lock shut in each of the four vats labeled J2. Four ink spouts (one per vat) jut through a narrow aperture in the ceiling of each vat, 20 feet above.
Disable DC 40 Thievery (master) to seal an ink spout, DC 48 Thievery (master) to unlock a steel hatch door, or DC 45 Athletics (master) to Force Open a steel hatch door.
AC 39; Fort +30, Ref +27
Door Hardness 22, Door HP 112 (BT 56)
Fill Tank Trigger The switch outside the vats is pulled; Effect The trap rolls initiative.
Routine (4 actions) The trap loses 1 action for each disabled ink spout. On each of the trap's actions, a spout pours ink, increasing the depth of the ink in that vat by 2 feet. Creatures standing in the ink are exposed to a dose of poison ink. Once the vat is full of ink, the trap stops using actions, but creatures in the vat might start drowning.
Poison Ink (poison) Saving Throw DC 38 Fortitude; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 4d6 poison damage and sickened 2 (1 round)
Reset The trap can be reset by refilling the ink storage tanks above the vats.
AoE5, page 49.
HAZARD 20
Stealth +32
Description Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater.
Disable DC 48 Athletics (legendary) or DC 45 Acrobatics (master) to tie one tentacle into a knot, rendering it useless, or dispel magic (8th level; counteract DC 44) to counteract one tentacle. The death of the Daemonic Feloum permanently dispels all the inky tendrils.
AC 42; Fort +36, Ref +39
Tentacle Hardness 5, Tentacle HP 80 (BT 40)
Tendrils Come Alive Trigger A non-daemonic creature moves within 15 feet of the shoreline; Effect The hazard makes a tentacle Strike against the triggering creature and the hazard rolls initiative.
Routine (6 actions) The hazard loses 1 action for every tentacle that is disabled or destroyed. The tentacles can combine their actions to use the hazard's Inky Imitator ability. A broken tentacle can still Strike, but it can't.
Melee tentacle +37 (reach 15 feet), Damage 4d8+15 bludgeoning plus Grab; no multiple attack penalty
AoE6, page 54.
HAZARD 8
Stealth DC 30 (expert)
Description stretch of fence is electrified by a hidden Voltaic coil.
Disable Thievery DC 28 (expert) to carefully disconnect the coil from the fence or Crafting DC 30 (master) to jury-rig a grounding device to nullify the shock
AC 25; Fort +20, Ref +14
Hardness 15, HP 60 (BT 30); Immunities object immunities
Shock Trigger A creature touches the fence directly or with a tool or weapon; Effect The fence deals 7d12 electricity damage to the triggering creature (DC 26 basic Reflex save).
Reset The trap deactivates and resets after 1 minute.
Guns & Gears, page 81.
HAZARD 4
Stealth DC 25 (expert)
Description A half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door.
Disable DC 22 Thievery (trained) to disable the trigger, or DC 18 Acrobatics to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering)
AC 22; Fort +14, Ref +8
Hardness 10, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Dart Trigger The front door is fully opened, Forced Open, or broken; Effect A hail of iron darts launches along a 20-foot line from the desk through the doorway, dealing 4d8+10 piercing damage to each creature in the area of effect (DC 24 basic Reflex save).
Reset The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again.
OoA2, page 12.
HAZARD 8
Stealth DC 30 (expert)
Description A pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside.
Disable DC 28 Thievery to disable the pressure plate.
AC 25; Fort +0, Ref +0
Pressure Plate Hardness 6; Pressure Plate HP 24 (BT 12); Iron Maiden Hardness 12; Iron Maiden HP 46 (BT 23); Immunities critical hits, object immunities, precision damage.
Slam Shut Trigger A creature steps onto the trap's pressure plate (indicated on the map) Effect The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes 4d10+10 piercing damage and 2d6 persistent bleed damage (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 Thievery checks.
to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior.
Reset The pressure plate must be reset manually.
AoE2, page 52.