Spinning Treadmills Hazard 1

Complexity Simple
Stealth DC 17 (trained)
Description These three treadmills' rotating belts are no longer locked in place and now spin freely when activated.

Disable DC 13 Sports Lore to remember that older models of treadmills have an emergency brake that can be activated with a pull string, DC 15 Thievery to jam the mechanism, or DC 17 Crafting to improvise a stop for the rotating belts
AC 15
Fort +10
Ref +2
Hardness 5
HP 20 (BT 10)
Spin-Off [reaction] Trigger A creature steps on the treadmill; Effect The creature must attempt a DC 15 Reflex save.
Critical SuccessThe creature is unaffected.
SuccessThe creature is pushed back 5 feet.
FailureThe creature is knocked prone and pushed back 5 feet.
Critical FailureThe creature is knocked prone, takes 1d6 bludgeoning damage, and is pushed back 10 feet. If this forced movement would have the PC impact another creature, that subsequent creature must succeed at a DC 15 Reflex save or be knocked prone.

Reset The trap resets automatically until disabled.