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.

 

Comments