19
TRAPPED ROOM. The ceiling height is ten feet. In the center of the
room is a raised dais with a small locked wooden chest. If it is
opened or moved it will trigger a pressure plate and a portcullis
will drop near the door, trapping everyone inside the room. If
anyone is in the doorway when the portcullis falls, they must save vs
petrification or take 1d10 points of damage.
After
the portcullis falls, the room will descend eight feet over the next
three rounds. While it is descending the characters may attempt to
bend the portcullis bars or use another method of escape. When the
floor has completely descended, there will be only one foot of air
near the ceiling and mundane light such as torches, lanterns, or
candles will most likely be snuffed out.
Those
wearing armor may decide to abandon it or drown. Unarmored characters
will be able to tread water for the time necessary. The room will
stay down for one turn, then it will take another three rounds to
re-ascend. The chest will lock itself again and the portcullis will
rise. Any items which were discarded will have disappeared.
There
are 100 gems in the chest, each is worth 1 gold crescent base value.
No comments:
Post a Comment