7
TRAPPED CORRIDOR. This trap is activated by a pressure plate on the
floor. It has a 4 in 6 chance of being set off each time the
corridor is traveled. If it does activate, a spiked ball on a stick
will swing out from the ceiling, attacking as a fourth level fighter
and doing 1d10 damage to persons first in the marching order. The
trap will reset itself after an hour.
No comments:
Post a Comment