8. The spiked door
 
This empty room is 25-feet wide and 20-
feet deep, with wooden walls. There is a
wooden door on the opposite wall, near
the southeast comer. All the wood in this
room is similar to knotty pine -- old,
heavy, and full of knots.

This room is actually a wooden room
inside a stone one. There are 2 doors in
the position indicated -- the wooden one
with knotholes described to the players, and
a 2nd door behind it with spring-loaded
spikes. Should the characters knock out
knotholes and peer through the 1st door,
there is a chance to detect the spikes (as
detect traps). The 1st door can only be <Find And Remove Traps, PH>
opened by slamming a heavy weight against
it (as in 'bashing" a door). When this is <18.99 STR required?>
done, the door slides 2 feet back on a
track and slams up against the 2nd door.
The spikes in the 2nd door then pierce
the 1st door through the knotholes, inflicting
18 points of damage on anyone bashing
the door (save vs. Poison for 9). Once
the trap is sprung, the doors may be safely
opened. (The trap may be sprung hamlessly;
for example, by throwing a dead
body against the door.)

>>9.