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.