This corridor is unlit and thickly carpeted.
The hallway is quiet and shadows seem to muffle any sounds the party makes. Faded blue drapes hug the walls to either side and the carpet is a cheerless gray. As you proceed down the corridor there is suddenly a frightened squeak at your feet and a rat bolts across the hall and disappears into a hole in the wall. |
The drapes
are attached to the wall at
both the ceiling and the floor and every
20 feet there is a break in them where
a
torch
bracket is mounted on the wall. At
the southwest end of this hall, on the
east
wall, there is a door
standing slightly
ajar. The corridor ends 20 feet further
down the hall with drapes
across the end
wall.
1 Rat: AC 7; MV 15”; HD 1/4; hp
2;
#AT 1; D 1
THACO 20n1
XP 3
21b. Trapped Corridor
Beyond the drapes at the end of this hall
the
corridor continues on, but is no longer
carpeted.
There is a covered pit in the floor just
beyond the drapes. It is as wide as the
corridor
and 7 feet long. Any pressure on the pit
cover will cause it to fall open. The pit
beneath is 10 feet deep and lined with
rusty
spikes. Anyone who falls into the pit will
<Stopping a Fall, SG>
take 1-6 points of damage
from the fall, and
will also be impaled on 3-6 spikes for
1-6
points of damage each.
On the far side of the pit a nearly invisible
wire has been stretched taut across the
hallway
at chest height (4 feet). The
wire is
painted a dull black
and is therefore nearly
invisible. Characters who are not heavily
encumbered and get a running start will
easy <Jumping, WSG>
be able to leap the pit, but any character
who is over 4 feet tall will be caught
by the
wire and pushed back into the pit. A hobbit,
gnome, or
dwarf will not strike the
wire, and will be unaware of it unless
he
looks carefully.
-
>>22.