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LANDING. Against the south wall is a bizarre archway. Two small
windows look to the north. A stout iron bar is on the floor.
Only two and a half feet high, the archway looks like the face and forepaws of some sort of monstrous cross between a reptile, a bear, and a man. The only apparent way to enter or exit is to get down on your hands and knees and crawl through the mouth. It is trapped, there is a 1 in 6 chance that the upper jaw will clamp down on a person entering the passage, doing 1d10 damage. It will then snap apart again just as suddenly.
Only two and a half feet high, the archway looks like the face and forepaws of some sort of monstrous cross between a reptile, a bear, and a man. The only apparent way to enter or exit is to get down on your hands and knees and crawl through the mouth. It is trapped, there is a 1 in 6 chance that the upper jaw will clamp down on a person entering the passage, doing 1d10 damage. It will then snap apart again just as suddenly.
The occupants of this level use the iron bar (coincidentally, two and a half feet long) to prop open the archway and traverse it safely. One end of the bar is deformed from being used so often to offset the pressure of the trap.
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