10. Bedroom
Two strong wooden doors lead to the terrace. The bedroom is very spacious. Luxurious linens cover the bed. If taken, they could fetch 75 gp.
The doors are currently locked, and  it requires a DC 35 Disable Device check to open them. The doors are of strong quality and have hardness 5 and 20 hp each; their break DC is 25.
11. Terrace
The terrace is where Gavin entertains guests, and he does some of his best work designing traps there. Carefully maintained plants and flowers line the railing. Because the terrace is vulnerable, Gavin has protected it with one of his better traps.
The enervating net trap involves a trapdoor located in front of the terrace doors. Setting off the trap means that the targets fall down. They are caught by a steel net that drains their vitality. Succeeding on a DC 30 Perception check reveals the bypass switch.
Enervating Net Trap    CR 8
Type mechanical and magical; Perception DC 32; Disable Device DC 25
Trigger proximity; Reset automatic; Bypass switch
Effect trapdoor (succeed on a DC 25 Reflex save or fall upon the enervating net) multiple targets (all targets in a 10-ft. square)
Effect entangled (all targets falling upon the net are automatically entangled)
Effect enervating net (1d4 temporary negative levels each round, treat as the enervation spell); multiple targets (all targets caught in the net)
Effect fall (escaping the net results in a 20-ft. fall, dealing 2d6 damage)
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The steel net has hardness 10 and 10 hp. It can be burst with a DC 30 Strength check (also a full-round action). The trapdoor is of strong quality and has hardness 5 and 20 hp; its break DC is 25.
Gavin, Trapsmith Extraordinaire     CR 8
XP 4,800
Human rogue 9
NE Medium humanoid (human)
Init +8; Senses Perception +12
DEFENSE
AC 19, touch 16, flat-footed 14 (+3 armor, +1 deflection, +4 Dex, +1 dodge)
hp 49 (9d8+9)
Fort +4, Ref +13, Will +4
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee mwk dagger +6/+1 (1d4/19–20)
Special Attacks sneak attack +5d6
TACTICS
During Combat Gavin uses his wand of scorching ray while striking from the shadows.
STATISTICS
Str 10, Dex 18, Con 10, Int 16, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Dodge, Improved Initiative, Lightning Reflexes, Magical Aptitude, Skill Focus (Craft [traps]), Toughness
Skills Acrobatics +16, Bluff +14, Climb +12, Craft (traps) +20, Disable Device +18, Escape Artist +16, Knowledge (arcana) +12, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Perception +12, Stealth +16, Use Magic Device +16
Languages Common, Draconic, Dwarven, Undercommon
SQ rogue talents (fast stealth, quick trapsmith, resiliency, trap spotter), trapfinding +4
Combat Gear potion of cure moderate wounds, scroll of invisibility, scroll of knock, wand of scorching ray (20 charges)
Other Gear mwk studded leather, mwk dagger, cloak of resistance +1, ring of protection +1, mwk artisan’s tools, mwk thieves’ tools, 577 gp
Quick Trapsmithing
Gavin can whip up a trap at a moment’s notice. He can build traps at the following locations from available ingredients.
Living Quarters
Surgical Spasm Strike Trap     CR 4
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect surgical strike (attack +20 melee, 1 damage plus 2 bleed damage)
Effect spasms (4d4 slashing damage)
Kitchen
Noxious Branding Trap    CR 4
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger proximity; Reset none
Effect nauseating vapors (succeed on a DC 17 Fortitude saving throw or become nauseated for 2d4 rounds); multiple targets (all targets within a 20-ft. radius)
Effect branding (attack +10 touch, 1d4 fire damage and take a –2 penalty to all Charisma-related checks for 1d3 days)
or
Searing and Snatching Trap     CR 3
Type mechanical; Perception DC 19; Disable Device DC 20
Trigger location; Reset none
Effect flame fried (attack +10 touch; 3d6 fire damage plus searing snatch)
Effect searing snatch (the target gains the grappled condition and cannot move farther than 10 feet; overcoming the trap’s CMD of 25 frees the target from the grapple; alternatively the target can destroy the 10-ft. pole to free itself [hardness 5, 10 hp])
Workshop
Blast of Marbles Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 16
Trigger location; Reset none
Effect blast of marbles (4d6 damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 20 ft. line)
This was pretty epic Darkjoy. I’ve been following your series for awhile and this was a nice change of pace (though a return to form next week is welcome.) Just in case you’re running out of materials lets see what you can do with: An accordion, A dart board (complete with darts), empty bottle and broken bar stools (no booze its a bar that has seen a brawl.) Go nuts :)
I’d also love insight into how you arrive at the DCs and bonuses to hit with your traps (trapsmithing while entertaining isn’t my bag.)