The Rusted Vice - AI-generated fantasy Hazard

The Rusted Vice

A long, narrow corridor constructed of heavy iron plates. Massive rusted spikes protrude from both walls at waist height. The floor contains several three foot deep drainage holes spaced periodically along the hallway. When triggered, the walls groan and begin a slow, inevitable march toward the center, intended to grind anything in the passage to a pulp.

Hazard EntryMechanicalLevel4Simple

The Rusted Vice

4LevelCommonRarityDungeonEnvironment
MechanicalTrap
Level4
|
HP50
|
AC21
|
TypeMechanical
|
ComplexitySimple
|
RarityCommon

Defenses

AC21
Hard12
HP50
BT 25
Fort++14
Ref++8
Will++0
Immune
critical hits, object immunities, precision damage
Resist
Physical 5 (except adamantine)
Weak
Electricity 5
MechanicalTrap

Detection

PerDC 21
StlDC 22 (expert)
InitNone

The iron walls are slick with old oil and stained with dark, copper colored patches of rust. Heavy chain driven gears are visible through the gaps between the floor and the wall plates. The three floor pits are large enough to fit one Medium creature crouching down.

Standard Engagement

Trigger

A creature moves into the 10 foot square at the center of the hallway.

Routine

None

Reset

The trap takes 10 minutes to reset as counterweights slowly pull the walls back to their original positions.

Slow Crushing Advance

When the trap triggers, a loud klaxon rings and the walls begin to move. All creatures in the hallway have until the start of the next turn to act. Any creature that is not currently inside one of the floor holes or has not exited the hallway at that time is caught in the crunch, taking 4d10+12 bludgeoning and piercing damage (DC 21 basic Reflex save). A creature that critically fails the save is also Pinned (immobilized and hampered 10) between the spikes until they or an ally spend two actions to Escape (DC 20).

Pit Refuge

The drainage holes are deep enough to provide total cover against the crushing walls. A creature can enter a hole using a Stride action (or a Reaction if they have a specialized ability like Improved Uncanny Dodge) to become immune to the damage of the Rusted Vice.

Brace the Wall

A creature can use an Interact action to attempt a DC 22 Athletics check to hold the walls back for one round, delaying the damage for everyone in the hall but taking 1d10 bludgeoning damage themselves from the strain.

Description

A long, narrow corridor constructed of heavy iron plates. Massive rusted spikes protrude from both walls at waist height. The floor contains several three foot deep drainage holes spaced periodically along the hallway. When triggered, the walls groan and begin a slow, inevitable march toward the center, intended to grind anything in the passage to a pulp.

Discovery

Perception DC 21 to notice the unnatural cleanliness of the floor compared to the dusty ceiling, or Engineering Lore DC 19 to identify the concealed piston joints behind the iron plates.

Archival Lore

This trap was installed by the Iron-Tooth Clan to protect their treasury from agile intruders. They intentionally left the drainage pits unfinished, unaware that the pits provide a perfect refuge for those quick enough to find them.

Environment
Dungeon
Theme
Industrial Terror
Creator
Iron-Tooth Clan Engineers
Purpose
Perimeter security and slow execution of intruders.
Game System
Pathfinder 2E
Art Style
Grimy industrial dungeon with heavy shadows and high contrast on rusted textures.
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