3. Ante Chamber:
Illumination: Pale green crystal, gently pulsing on the
ceiling.
Smell: Dust and Mildew
The noise of rushing water is very loud here; it’s cold and
the floor is coated in a very thin layer of frost.
A rusted portcullis blocks the easternmost entrance to this
room. A character with 14 or
greater strength has a 1 in 6 chance of being able to lift the portcullis. A
character with an18 or greater strength has a 2 in 6 chance. Two characters may
pool their efforts, but the space is too constrained for more. Unless it is
propped up by something, the portcullis will close immediately after it has
been released. A metal pole will hold it indefinitely, a wooden staff will hold
for 1d4 rounds.
Beyond the first portcullis lies a reception area. The walls
are painted in a flaking pastel yellow. The decayed remains of a wardrobe lie
in a heap against the south wall; broken fragments of what may once have been a
table and chair are strewn across the northwest corner. A search through the
wreckage of the wardrobe will yield 200 GP contained within a purse of rotten
leather. The remains of the desk
conceal a gold pen and a matching inkbottle cut from onyx; the workmanship on
these items is exquisite and if sold as a set they may yield up to 100 GP. What appears to be a broken gearbox of
some sort is situated on the west wall, north of the exit. Presumably its
function related to the portcullises. It is rusted, smashed and in no way
reparable.
The corridor exiting the room to the west is blocked by a
set of portcullises separated by a 10’ passage. An assortment of bones are
scattered across the floor of this passage. Any one who cares to examine the
bones will note that they are exclusively phalanges, ulna, radius, carpals and
metacarpals (bones of the hand and forearm). The portcullises both operate
under the same principles listed above.
Two rounds after the portcullis set in the west wall is
raised the skeletal hands on the floor will become suffused in a sickly green
glow, reassemble themselves and attack; there are 20 of them in all.
Guard Hands
AC 8 [11]
HD 1 hp (attack as 1hd monster, can not score a critical
hit)
MOVE: 6
ATTACK: Gouge 1d4-1
No more than 5 hands can attack a human sized target at once.
If the bones are not destroyed (burning is the only way to
be certain) the trap will reset itself in 6 hours.
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