This chamber has walls that are scored with strange scrape marks, while the ground is littered with broken bones and broken pieces of armor and weapons.
- There is nothing of value amid the equipment.
- Anyone searching the room has a 1 in 6 chance of triggering the trap for each turn spent searching. This results in the door closing and locking, and the ceiling descending. The door lock may be picked by a thief or forced by a combined strength of 30. The ceiling takes 10 rounds to descend, once it is down to 4 rounds left, human sized characters may no longer stand up straight. They’ll begin taking 2d6 damage on round 9, and 10d6 damage on round 10 and subsequent rounds. The trap will reset itself after 24 hours.
Monsters: None
Treasure: None
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