Dungeon23: January Day 7
We continue in the mausoleum using the map assets of Justin Andrew Mason
Area 7
The western wing of the mausoleum reveals little more information that that found by the PCs in Area 6. As the PCs leave the front entry, the mausoleum grows darker, as the light from the braziers is blocked by the individual crypts. Without the light, however, it is possible for the PCs to notice some clues to the presence of the local bandits.
Any PC that succeeds on a DC 15 Wisdom (Perception) check will notice light peeking out through the cracks of the closed stone-carved doors leading to a nearby crypt (area 19).
Trap: To the northwest of this area are a pair of pillars that go from the floor to ceiling. Pulled between the two pillars, at ankle height, is a strong, thin wire. This wire was set by the bandits and is designed to trip an unwary interloper as they enter the mausoleum.
Noticing the wire requires a DC 12 Wisdom (Perception) check. Anyone who crosses between the pillars without noticing the wire and stepping over it must make a DC 12 Dexterity saving throw or be knocked prone. Falling in this manner deals 1d6 points of bludgeoning damage and will alert the bandits in the nearby crypts unless the fallen PC succeeds on a DC 12 Dexterity (Stealth) check made with disadvantage.
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