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

Effect

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

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