36. UTILITY ROOM. 

This extra room is empty and unused.

2 special features of note near the room are described
below:

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:  --
 

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