This corridor slopes gradually upward to
<slope = x>
the east for 50 feet, and then ends in a wooden wall with a door set in the middle of it. |
In the center of this corridor is a covered
pit, 10 feet long, 7 1/2
feet wide, and 20 feet
deep, indistinguishable from the corridor
floor. The tracks on the floor and over
the
pit show only that the AREA is often traveled,
for there is no dust on the floor over
the pit.
The cover of the pit will fall open when
the
1st person walks on it, dropping the character
20 feet into a 4-foot-deep pool of
water.
The water will cushion the fall and
the character will only take 1d6 points
of <Falling Damage, WSG>
damage. Heavy tapping of the floor with
a
staff
|or| bat will also cause the pit cover
to
fall open. Once open, the cover will remain
open. The narrow ledges around the edges
of the pit are just wide enough to walk
across, but only if one goes slowly and
carefully.
The door
has a wooden face of a leering
jebli carved
in it at chest height. The door
is trapped, but no trap may be detected
because the trigger is on the other side
of the
door. A long chain stretches from the back
of the door to a board restraining a boarded
up alcove at the end of the corridor. The
wooden goblin face can be rotated to reveal
a large keyhole. With
the right key this lock
may be turned, disconnecting the chain
from the door. Otherwise, once the door
is
pulled open, the boards over the alcove
collapse,
releasing a large pile of logs, each 9
feet long, to roll down the corridor. When
this happens read the following to the
players:
Through the door
comes the sound of
cracking and splintering wood and you see the enormous pile of logs crashing down the corridor, straight toward you. |
If the trap is approached from the other
direction, the party will see the boarded
up
alcove and the chain leading from the door
to the retaining wall. The logs are not
visible.
The only way to deactivate the trap from
this side is to break the chain. Each charac-
ter is allowed 1 try at breaking it, and
a
ruccessful bend
bars roll means that the
chain is broken. Any attempt to break the
chain has a 1/3 chance of triggering
the trap (1-2 on d6).
>>8.