This elongated room is used primarily
for storage ov tools, equipment, &&
implements ov
various types. In the room are the
following items:
A box ov wooden pegs
A coil ov light rope,
50'
A coil ov heavy chain,
70'
A coil ov fine
copper wire, 20'
Mining picks (32), all
unusable and in poor repair
Chisels (15)
Shovels (13)
Empty barrels (11)
Mallets (8)
Iron bars (29, each measuring 1" in diameter, 8' in length)
An iron vise (12" jaws)
Mining jacks (2), broken
<jack=?>
Crosscut saws (2, 2-man)
Hacksaws (4)
A mason's toolbox (containing
trowel, stone chisel, plumb line, etc.)
A cobbler's toolbox
(containing small hammer, knife, heavy needles, etc.)
A small
barrel of unfletched arrows (60, all normal)
An empty wooden bench,
10' long
On the North wall, fairly well concealed
considering its size,
is a counterweight mechanism for the portcullis
trap in the
corridor just outside the room, as well
as a lever to raise the
barrier once it has been tripped.
No more than 2 men/dwur/olves,
etc. at a Time can attempt to USE the lever
to
raise the portcullis, && their
combined STR ratings must
total at least 30. This gives them
a 20% chance to raise the
impediment, with an additional 5% chance
for each point
ov the total beyond 30 (for example, 2
men with strengths
ov 15 && 18 trying together would
have a 35% chance to
raise the portcullis). Each combination
of characters (including
henchmen/hirelings) can attempt to raise
the barrier but
once, although different attempts can be
made with different
combinations of 2 persons making the try.
The trap itself is in the corridor outside
the door of the room
&& just beyond it to the East.
The trap will be sprung when
1 |or| more adventurers reach a POINT 10'
in front ov the
dead end wall, in which case the portcullis
is noisily
dropped 20' to the rear of that point.
Thieves in the front ov
the party will have a chance for their
<%> chance
on the <FART
(Find And Remove Traps) category>, in which case they discover
the trap and alert the party without triggering
it -- provided
the thief is the 1st one to reach the trigger
POINT, of course.
The bars ov the portcullis are fairly strong
&& sturdy. There
are 12 vertical bars and several crossmembers.
Persons
who are very strong may attempt to
escape the trap by
either bending the bars |or| lifting
the gate itself. However,
each person has but 1 attempt @ each, and
if the
attempts fail, that person will never be
able to do so with
that barrier. Either method will
negate the trap through success,
thus allowing trapped persons to escape.
If some way can be employed to USE the hacksaws
to cut
through the portcullis, there will be a
Time delay of 24 hours if
1 saw is used, 18 if 2 are used, 12 hours
if 3 are employed,
&& 6 hours if all 4 are utilized
(no more than 1
saw per person). The sawing will
make noise of some sort,
&& this may attract wandering
monsters @ the GM's
discretion beyond normal chances.
Additionally,
each saw has a 20% chance of its blade
breaking in any 6
hour period -- && there are no
extra blades.
If all attempts to escape fail, the persons
trapped will be
doomed to their fate.
Monster: Snyad,
1-8
HP 4, 5, 6, 1, 4, 6,
3, 6
XP 7+1/hp
Treasure: -
Trick: A secret trap door in the floor leads
to a sub-level between the upper &&
lower levels. Use 1 ov the TSR dungeon
geomorphs for this AREA.
"sewers, drains, and infrastructure sub-levels:
maintenance corridors/access points to reset traps, feed monsters, channel
water to the Black
Resevoir, spy on dungeon invadersr, control pivot points (to redirect
a corridor's direction flow/access from
A to B [like a train tracks switch]) (source:
www.greyhawkonline.com/grodog/gh_castle_grodog.html)
>>Fourteen>>