Copper Trip Wires (CR 2)

Several trip wires are in the hall.

Type: mechanical; Perception DC 19; Disable Device DC 22

Trigger location; Reset Auto


The tripwires trip any PC walking through the area unless they make a DC 18 Acrobatics check to avoid them. However, if they are removed, the electrocute the PC. Trip Wire (DC 17 Fortitude save or take 2d6 electricity damage)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Post navigation

Leave a Reply

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

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

Google+ photo

You are commenting using your Google+ 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 )


Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at

%d bloggers like this: