Sectioning Corridor
RoomDCC ATG · p.5
Open source p.5Area 1-2 – Sectioning Corridor
The stairs lead down to a stretch of corridor, sixty feet long and five feet wide. A stone door at the end of the hall bears a symbol with three interlocking rings surrounding a pair of closed lips.
Judge’s Note: Refer to Map 2 for area 1-2A before the trap is activated and to Map 1B for area 1-2B after the trap is activated.
Detection: Characters inspecting the corridor who succeed a DC 13 Intelligence check spot seams along the walls, indicating they are designed to move. A dwarf will notice these details innately with their underground skills ability. A DC 16 find trap check reveals the pressure plate, which is marked “T” on the map.
Trigger: A character stepping on the pressure plate triggers the trap.
Effect (Init ): The shifting walls turn to become perpendicular with the corridor, dividing the hallway into three 10’ x 10’ chambers. As the trap is sprung, those with a higher initiative may declare which chamber they want to be trapped in. Those acting after the trap may still try to move to a different section but risk injury or death as the walls move into position (DC 13 Reflex save or suffer damage).
Four crawling claws (12 in total) await any characters trapped within a sectioning corridor. These reanimated hands belonged to members of the Gravelight Sorority who perished to the dungeon’s traps. They behave with impudence initially, patting the trapped character sympathetically on the head, making crude gestures, attempting to tickle the victim, etc. After they have had a bit of fun humiliating the trapped character, they attack.
Crawling claws (12): Init ; Atk claw melee (); Crit M/; AC 10; HD (hp 2); hp 2; MV 20’, climb 20’; Act ; SP un-dead traits; SV Fort , Ref , Will ; AL N.
Un-dead traits: As un-dead, a crawling claw can be turned by a cleric and is immune to sleep, charm, and paralysis spells, as well as other mental effects, poison, and cold damage.
Countermeasures: The pressure plates can be disabled by removal or being jammed with an object by a character succeeding a DC 14 disable trap check. The swiveling walls can be pushed open or shut with a DC 16 Strength check.
Reset: The pressure plate takes 30 seconds to reset, after which stepping on it again allows the walls to shift 90 degrees and become parallel with the hall.
When a character reaches the stone door at the northern end of the hallway, a permanent magic mouth spell triggers and the lips within the door’s symbol animates and speaks: “Steal my pride, Dara? You merely borrowed delusion. To the right, fall victim to what you are. To the left, face your deepest fear.”
Treasure: A character searching the middle sectioning chamber who succeeds a DC 15 Intelligence check notices a treasure tucked away amongst the remnants of bones belonging to a previous delver. This polished sphere, unblemished by
time, is made from glassy obsidian and allows its wielder to gain a bonus to Luck checks.