FALSE STEPS. Although the steps here are
very real, the entire
area NORTH of this room (the various
winding corridors) is specially
designed to confuse any explorers. The
corridor leading
past the guest chambers
is on an upward slant which will
be unnoticeable to casual adventurers (except
dwarves,
who will have a 2 in 6 chance to notice
it). The stairs (8 of
them) then lead downward, as if to another
level—although
this is only the impression created.
PIT TRAP.
Just to the East of this room is a dead end to the
corridor, with a false door on the NORTH
wall where the corridor
stops. When any adventurer approaches the
door (within
5'), the weight will trigger the trap,
causing the entire 20' section
of floor between the false door and the
wall opposite it to
open up. A giant crack opens in the center
of the floor as the
middle drops down and the sides slant inward,
dropping all
characters and their equipment through
the 4' wide opening.
The bottom of the trap, some 40' below,
is a pool of cold
spring water
in room 50 of the lower level. Those falling
through the trap will sustain 1-4 hit points
each when they hit
the water below. In addition, since the
pool is about 8' deep,
characters heavily encumbered (more than
50 coins of <5#>
weight equivalent) will risk drowning unless
they free themselves
of the bulk and weight after landing in
the water. If any
character heavily encumbered does not,
he Or she will have
a 90% chance of drowning, modified by a
-5% per point of
DEX (for instance, a heavily encumbered
character who
elects not to unencumber and has a DEX
of 12 will only
have a 30% chance of drowning—90% -[12
x 5%] = 30%).
Items dropped to the bottom of the pool
will be retrievable,
but due to the extremely cold
temperature of the water,
characters will depend upon their CON rating
to see if
they can stand the water enough to dive
for things on the
bottom. One check can be made for each
character, with a
5% chance per point of CON that they will
be able to
take the cold water (for example, a character
with a CON
rating of 11 would have a 55% chance of
being able
to take the cold water and dive effectively). If characters
dive for items at the bottom of the pool,
only 1 item at a
time is retrievable and each dive takes
one round <(1 minute)>
with 2 rounds between each dive for air.
In any
event, no character can stand to stay in
the water for more
than 10 rounds—and 1 hour is required for
REST and recovery
after each diving session to dry off, fully
warm up again,
etc.
The trap, after being triggered and dropping
persons from
above to the pool, will close again until
triggered once more
from above. Refer to the room description
of room 50 of the
lower level for adventurers deposited here,
and begin their
progress from that location on the lower
level map.
Monster: --
Treasure: --
Trick: --
>>37>>