21
TRAPPED CHAMBER. The walls, floor, and ceiling of this room are
different from the others in the vicinity.
The
floors and walls are made of stone tiles. The bizarre ceiling is
decorated by hundreds of stone devil-like faces in alto-relief
ranging from fist-sized to up to three feet in diameter. As the
party crosses the room, each party member has a 15% chance of
stepping on a pressure plate that will activate the trap.
Should
the trap activate, the doors will auto-lock, forcing the party to
stay in the room until one of the locks are picked, the doors are
magically opened, or the doors are smashed down. The faces will
begin telescoping down to strike the adventurers. The devil faces
are mechanical in nature and come crashing down randomly. Each
character must save versus petrification each round that they are
stuck in the room or suffer 3d4 points of damage.
Once
all individuals have exited the room or have been killed, the
devil-faces will return to temporary passivity. If the room is
visited again, there is a 50% chance that any damaged portions, such
as a broken door, will have been repaired.
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