57. Trapped Roundabout
 
The corridor here wraps around a fluted pillar of stone that rises
to the ceiling like a moss-covered tree. A profusion of tiny fungi
covers the pillar and spills across the sandy floor around it.

The central pillar in this chamber is mostly solid, but the surface
has many deep grooves and flutes, which give the stone a treelike
appearance. The slavers have hidden a series of trap mechanisms
in the grooves and flutes. A powerful system of counterweights is
attached to snares laid to the north, south, east, and west of the
pillar—one per side. Anyone stepping into one of these spaces
must attempt a save vs. breath weapon. If the save fails, the snare
tightens around the character’s ankle. The victim is lifted into the
air, dashed against the pillar, and hoisted to the ceiling 15 feet
above. If the saving throw succeeds, the snare is not triggered and
continues to lie hidden on the floor.

A trapped character takes 1–4 points of damage and is left dangling
from the ceiling. A trapped character armed with an edged
weapon can try to double up and slash the snare. The loop has
AC 2 and can take 8 points of damage before parting. Someone
who climbs to the ceiling can cut the loop without making an attack
roll. If a trapped character is cut free with no precautions taken to
prevent a fall (such as roping the character to the pillar), he or she
plunges headfirst to the floor and takes 1–6 points of damage.

Commotion in this chamber, such as shouts or groans from trapped
characters, alerts the troglodytes in areas 58 and 59.

>>58.