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CORRIDOR TRAP. A pressure plate (one found on either side of the
trap) causes a heavy chain to rise from a groove in the floor in
front of the party. Roll a 1d6; the trap will spring on a 1-5.
Those in the front row must save versus paralyzation or suffer 1 hit
point of falling damage and loss of dignity. The trap will reset
itself in two hours if left undisturbed.
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