128 PORTCULLIS TRAP. Anyone traveling this corridor may activate a falling portcullis trap. The first row must save vs paralyzation or take 3d6 damage in the first round. A successful save means the character jumped out of the way in time. There is a 50% chance that they will be on one side or the other of the portcullis. The crashing portcullis has a 95% chance of alerting the Horrid Hand orcs in Room 129, who will investigate and welcome the intruders. Those trapped on the east side of the corridor may find themselves in a sticky situation.
The portcullis may be raised by a bend bars/ lift gates roll, or by the lever in Room 129. It can also be found by means of the detect traps thief function or by noticing that one of the flagstones in the stone floor is a trifle higher than the others. This is the pressure plate that activates the trap.