Hall of One-Thousand Slices
RoomDCC ATG · p.15
Open source p.15Area 2-1 – Hall of One-Thousand Slices
A stone door with the familiar symbol of three interlocking rings surrounding a pair of closed lips precedes this area. When the characters approach it, another illusory mouth appears and delivers a message from Lyria:
Congratulations. You survived the traps designed to slaughter the most cunning thieves from my former guild. Leave while you can
activated and the chamber drops, this room is depicted as area 1-15B on Map 3.
Previously, this chamber operated as a gradual elevator to transport monks down into Amun Tor’s treasury where coins and precious gemstones were held. Lyria has since converted it into one of her traps.
Pushing the lever down causes the chamber to descend to Level 2, whereas pushing it up causes it to return to Level 1, respectively, moving like a colossal gear around the central stone pillar. Once activated, the lever locks in place and the chamber rises or descends 100’ over 18 seconds.
Once the chamber begins its ascent or descent, it quickly begins to accelerate. Characters that have not taken precautions such as anchoring themselves to the floor can attempt to grab onto a piece of stonework if they succeed a DC 15 Strength check as the spinning room begins to accelerate. On a failure, they are flung against the walls and take damage as the chamber wildly spins down to the second level of the dungeon or back up to its current location if returning to the first level.
still make this claim.
After the characters open the door, read or paraphrase the following:
The walls of this rectangular chamber span forty feet in length. Seemingly hundreds of gleaming daggers protrude menacingly from the walls on both sides of the hall. Directly aligned down the middle of the floor and ceiling are an equally sharp row of swords that lead up to a stone door on the opposite wall.
Lyria incorporated the blades from her conquered guildmates into this chamber’s trap. The characters must find a way to navigate to the opposite side of this chamber and reach the stone door to progress further. The stonework on the ceiling and the walls containing the doors are marked with dozens of triangles missing half a segment on one side with a line through it; this is a thieves cant symbol that means “not safe for the guild.”
Detection: A thief searching the floor 10’ inside the room who succeeds a DC 14 find trap check notices the floor appears to be divided into two large pressure-sensitive areas on either side of the line of swords running down the center; both sides are pitted with tiny stab marks.
Trigger: When a character moves more than 10’ into the room, the trap triggers and its effect is dependent on whether one or both pressure-sensitive floors are activated.
Effect: When one of the pressure plates to either side of the line of swords is depressed, the corresponding wall (the wall nearest the pressure floor) falls inward toward the floor, impaling anyone standing on that side of the room. The blade-
filled wall inflicts damage (DC 15 Reflex save to avoid). Note that a successful Reflex save positions the character on the opposite side of the room, triggering the trap again if it has not already been set off earlier.
A character who straddles the line of swords down the middle of the room triggers both walls at the same time, which results in the two walls falling at the same time and jamming them together above the head of the character. This allows safe passage to the other door.
Deactivation: The trap may be averted by avoiding the pressure plate or jamming it with an appropriate object and making a successful DC 14 disable trap check.
Reset: Both walls automatically reset the round after they fall, if set off individually. If both walls are triggered at the same time, it takes 5 rounds for their machinery to pull them back into position.