66
FALSE DOOR TRAP. The portcullis near the door appears stuck in place
about five feet off the floor. The door will open, but a clever
spring-loaded spear trap will discharge when it does so, attacking as
a fourth level fighter.
Furthermore,
the portcullis will close immediately with a grinding shriek and a
paralyzing gas (save versus paralyzation of suffer the effects for
3d4 turns) will be released, affecting the whole passage between the
secret door and the portcullis.
Next
the portcullis will raise to five feet again with another horrendous
sound. Should the adventurers remain in the area, random encounters
are twice as likely due to the recent noise. This trap will remain
sprung for 1d12+12 hours, when the spear and gas assembly will
spontaneously reset (it can do this about a dozen times before
maintenance is required to keep the trap operational).
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