Ceiling Trap: Weighted net activated (DC18).
The trap is activated when a chain is pulled.

Door Trap: There is an open pit on the other side of the door.

Outdoor Trap: Wide-mouthed spiked pit trap with poisoned spikes (70′; Memory Key (BoEM1) and Heartthief (BoEM1) (Type: Injury or Ingested. Damage: Specific target forgets specific memory (DC16). Magical Poison: Lose memory closest person (Will DC16). CR4)) (see CR9 Trap in DMG) (CR10)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20. Market Price: 11,910 gp.

Pit Trap: Poisoned spiked pit trap (50′; Dried Blood (101Sp) and Fireheart (BoEM1) (Type: Injury. Damage: 4d6 hp/2d6 hp (DC22). Magical Poison: 3d6/3d6 Fire. CR4)) (CR10)
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price: 19,700 gp.

Room Trap: distance-distortion corridor that appears to be 3 times its actual length.

 

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