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.
I love portculllis traps. I especially enjoy making them affect characters 3 rows behind the leaders. So unexpected to the players.
ReplyDeleteYes, you don't want to be cut off from the rest of the party when something uses it as the dinner bell.
ReplyDelete