The Ceiling Trap
RoomDCC ATG · p.8
Open source p.8Area 1-6 – The Ceiling Trap
The corridor opens into a chamber that is twenty-five feet by thirty-five feet. On the east and west walls are sturdy wooden doors reinforced with iron bands. Near the southern end of the room stands a life-sized statue carved
RATTLEBANE
This disease is often carried among vermin and is a feared affliction by many professional thieves. Rattlebane causes the plagued victim to experience intermittent muscle spasms and uncontrollable shaking, primarily in the extremities. When someone contacts a source of contamination, they must make a DC 11 Fortitude save or become infected.
Symptoms are rapid and manifest within 10 minutes of infection. The infected character rolls one die less on the dice chain when attempting thief skills. After a full day of bed rest, an infected victim can make a DC 13 Fortitude save to recover from the disease. The effect can also be removed by a cleric using lay on hands.
from dark marble. The statue depicts a robed monastic figure, its face serene yet featureless. In its outstretched hands, it holds a gleaming rapier.
Both doors open outward and are trapped. Inspecting the doors with a successful DC 15 find trap check reveals that opening them triggers a trap. Disabling the trap requires wedging the ceiling with something sturdy enough to hold it from dropping and a successful DC 13 disable trap check. Failure by 5 or more causes the ceiling to fall as if the door had been opened.
East Door: When the east door is opened, the ceiling area between the doors in the middle of the room slams down to the floor (the unshaded area on the map). Characters in the space when this occurs must make a DC 13 Reflex save. On a failure, they take damage. On a success, they take half damage. The ceiling retracts to its original position after 2 rounds.
West Door: When the west door is opened, the ceiling area on the north and south sides of the room slam down to the floor (the shaded area on the map). Any characters in the area suffer the same effect as the east door. The statue at the southern end of the room is crushed into a pile of rubble, although the magical sword is unharmed.
Sword of the Silent Sentinel: The sword is a short sword that belonged to Dara and has been rigged with a trap. Characters closely examining the sword who succeed a DC 15 Intelligence check discover a hidden hinge in the hilt. Disabling this trap requires thieves’ tools and a DC 17 disable trap check. Once disarmed, it functions as a normal weapon.
If the trap is active and the sword is used in combat, the spring-loaded hinge activates and the blade swings forward on its hinge, cutting through the guard and slicing the wielder’s hand. The wielding character must make a DC 18 Reflex save. On a failure, they take points of damage that renders their hand useless until healed and they must make a successful Luck check or lose fingers.
Treasure: If the statue is crushed by the ceiling trap, a treasure previously concealed within the monument is revealed. Among the stone debris is a small iron box holding an emerald carved in the likeness of an eye. Replacing one’s eye with this gemstone grants the ability to perceive all invisible objects and creatures within 60’.