Dungeon23, March Day 6
A narrow hall is dangerous!
Area 15
The door to this hallway from area 14 is closed but unlocked. The hallway is dark.
Those who venture through this hallway without a light source may be tempted to use place their hands against the sides of the hall as their guide in the dark. If they touch along the northern side of the hall, they are bound to activate a trap. Feeling along the southern wall face is perfectly safe. The evil cultists know of the trap and avoid it.
If light is brought into the hall, viewers will see the walls are decorate with scenes from the Nine Hells depicting devils punishing the souls of mortals with curved blades. A successful DC 18 Intelligence (Investigation) or Wisdom (Perception) check will notice long notches along the wall, from where the blades of the trap emerge.
Trap: If a creature puts weight against the norther hall in the square indicated above the number 15 on the map, they activate a trap. A pressure plate pushes into the wall and several sweeping scythe blades swing out from the wall to attack the intruders. The scythe blades are coated in bone devil poison.
Poisoned Swinging Scythe Trap: Melee Weapon Attack: +6 to hit, targets all creature in the area 15 hallway. Hit: 9 (2d6+2) slashing damage, plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or becomes Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the Poisoned effect on itself on a success.
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