The floor of this small chamber is a mishmash of loose stones and circular holes, stretching from one side to the other.
- Any character passing through this room must make a save vs. wands every 5 feet traveled. Failure indicates that they have stepped on a stone that is actually a pressure trigger, which will cause a 5’ long spike to shoot up from the floor. It will attack as a 5 HD monster and inflict 1d8 damage on a successful strike, before sliding back into the ground.
Monsters: None
Treasure: None
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