Spinning Room (CR 4)

The room is a large cylinder.

Type: mechanical; Perception DC 24; Disable Device 22

Trigger location; Reset Repair


When someone gets within 10′ of the opposite door, the room begins to rotate quickly, and spikes protrude from the walls. Spinning Room (Each round, target must make a DC 16 Acrobatics check or be thrown against the wall. If the save is made, each successive round’s DC is at +2. When thrown against the wall, the target takes 1d6 damage, and an additional 3d6 damage if a +12 melee attack succeeds); multiple targets (all targets in room) The room spins for 1d6+1 rounds.

Categories: CR4, Pathfinder | Tags: | Leave a comment

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Blog at WordPress.com.

%d bloggers like this: