2. Entry Hall 
-
The corridor @ the foot of the <stone> stairs is 
cloaked with a mantle of dust and cobwebs,
and the air is cool and earthy. The <temperature = x>
hall slopes dawn to the north here and <Slopes, WSG>
the walls are damp. At the end of this 90-
foot corridor the hall turns to the west
and a lit oil lamp hangs on the west wall
throwing a feeble amber light. The hall is
10 feet wide.

At the end of the hall, hidden in the hollow
wall, is a powerful lodestone or magnet.
The range of its magnetic pull is 15 feet,
so the party will not have any warning of its
existence until they are within range of it.
Those wearing ferrous armor--scale mail or
better, including most magickal armor--will
be drawn suddenly and forcefully against
the wall. Also, those within range of the
wall will find any ferrous objects held in
hand jerked away and flung against the wall
to hang there. Sheathed or tied down iron
objects swivel on their bindings and point
toward the wall. If the equivalent of 2 or
more long swords worth of iron-based
metal (12 lbs weight) is carried by a character,
he will also be drawn to the wall. The
2nd rank of the party will be able to react
to the 1st rank being caught in the trap and
if they save vs. Petrifaction at +4, they
avoid being caught in the trap.

If characters leave behind all their large
ferrous objects they may cross the lodestone’s
AREA of effect without being trapped.
Characters with a Strength of 15 or greater
and wearing banded mail or less, may slide
sideways along the wall at the rate of 5 feet
per round, until out of range of the trap;
others must remain stuck.

2 characters will be able to carry metal
items equal to 20 lbs weight around the
AREA of effect, if their combined Strength
equals 25 or greater. 3 characters have
no difficulty moving items weighing up to
35 lbs, such as banded mail, around the
corner. Any item that actually becomes
stuck to the magnet will require a combined
Strength of 36 or more to remove bv sliding
it along the wall.

>>3.