At the top of the stairs
are the remains of
a door, beyond which is a room. The floor here is almost entirely gutted. 30 feet below is the gray stone of the cellar floor. On this level is an open doorway on the opposite side of the room. Any exits from the 1st floor or the cellar have been completely filled with rubble. There are 3 possible ways to walk across the space: a charred and crumbling section of floor clings to the left wall; a narrow pathway of fallen beams stretches across the center like a bridge; && a relatively sound section of floor, only burned at the edge, runs along the right wall. All 3 paths are accessible from this end and lead to the doorway on the opposite side. |
If the crumbling ledge is probed, large
pieces of burned wood
crash to the floor. If
any character steps on the ledge, it collapses
beneath them.
The center path is narrow. When stepped
on, it wobbles slightly, plaster &&
ash fall,
and the wood creaks && groans.
As unsafe
as it seems, the path is sturdy &&
may be
crossed without falling.
The ledge to the right is sound &&
solid.
However, when the lead character reaches
the halfway point, his |or| her weight
causes a
loose beam underfoot to SHIFT. The wall
beside the character collapses inward,
knocking him or her off the ledge. If characters
are roped
together when this happens,
each figure after the 1st must roll a successful
bend bars/lift
gates to stay on the ledge.
Characters who fail are pulled over the
side.
The fallen wall blocks this ledge. A fall
to
the cellar does 3-18 points of damage.
<6d6 damage>
Room 4: -4 for attempting to cross on charred
section.
Room 4: +4 for using spider
climb, levitate, |or| climb
walls.
>>5.