Room 210
210 – Midnight Spike Chess Chamber
There are doors on the edge of every tile at the edges of the room – so a total of 20 doors
Only the entrance door is real - there are no other doors that work.
In the center of the room is a blue enameled grandfather clock
Make
sure to play this audio ==> LATHE
Put Lathe of God on, and just let it play from that tack onwards.
and um, pick some sort of blade trap sound you can play each time someone triggers the trap.
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 ==>
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
the trap is as follows: The player character that triggered the trap chooses a number from 1 to four, move the time in hours that many – then the squares which correspond to that time have spikes that shoot up and impale anybody on the squares – for some amount of damage – that is up to you – the trap could also be teleport or trap door I guess – maybe sleeping trap – dunno – whatever I guess
The spikes stay up until two more traps are triggered – so the spikes would shoot up in all squares labeled 6 on the clock hitting six – then another triggers and goes up – then another triggers and goes up – and the 6es retract
The room is roughly 15X15 feet, each hallways/passage in and out is around 5 feet wide.
Comments
Post a Comment