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The Rolling Stone

Room

DCC ATG · p.8

Open source p.8

Area 1-5 – The Rolling Stone

This dark hallway is choked with cobwebs and dust. Bas reliefs along the walls depict silent figures shrouded in cloaks carrying candles. As you progress forward, you spot an enormous stone boulder rolling down the corridor in your direction.

This trap relies on a magical illusion designed to trick the characters to expose themselves to the very real harm of the poison needles sticking out of the walls.

Detection: A successful DC 10 Intelligence check reveals the boulder is rolling through the center of the hall and has enough clearance on the sides for characters standing flat against the walls to avoid impact. A successful DC 8 find trap check reveals the walls are covered in half-inch needles. An actively searching PC may attempt a DC 11 Intelligence check to make the same discovery. Any successful casting of detect magic or similar spells will reveal the boulder as an illusion.

Trigger: The magical illusion of the boulder is triggered by walking 20’ into the corridor.

Effect: Anyone choosing to press themselves flat against the wall to avoid the boulder is subject to an attack roll from the poisoned spikes at to hit dealing damage plus the character must make a DC 14 Fortitude save. On a failed save, the character permanently suffers Stamina damage. A character standing in the path of the boulder takes no damage as the illusory stone vanishes upon contact.

Countermeasures: A character who notices the spikes and declares they are using an item such as a thick blanket or bedroll to create a buffer between their body and the spikes may avoid the attack roll. Characters who notice the illusory nature of the boulder can simply allow the stone to pass through them suffering no ill effect.

Reset: After the illusion has been activated, it is unable to do so again until 10 minutes have passed.