Room 206
206 – Falling Crystal Dice
The room is tiled – each tile triggers a trap in the room.
Players may only move in cardinal directions in this room.
When the players first open a door to this room, play this ==> OZONE
Also maybe consider playing a loud sound of a brick landing each time a die drops - or just hit the table with a book.
Roll initiative the second anyone steps on a tile – and movement speed is affected thusly -
Unencumbered, up to 4 Squares – with two squares as free actions each round
Lightly Encumbered, up to 3 squares – with one square as a free action each round
Heavily Encumbered, up to 2 squares
Severely Encumbered, up to 1 square
Over Encumbered, 1 square every two rounds
There are doors on the edge of every tile at the edges of the room – so a total of 20 doors – the room spins when and if all the players enter.
All the doors that are real open and are not locked – all the rest are fakes.
Triggering
a trap means rolling on the little table/key – which drops a
gigantic 5x5x5 crystal D6 on a square of the die’s color –
Referee gets to choose where/depending on color.
They stack up,
and the room is 35’ high – there are solidly constructed
trapdoors in the ceiling that open when things trigger – and these
lead to a swirling windy chamber where magically the cubes
materialize and drop supernaturally straight.
The room is roughly 25X25 feet, each hallways/passage in and out is around 5 feet wide.
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