D2: The Spitting Cobra Chamber

 

A short, simple update for now. The Spitting Cobra chamber is a little more intact than the Collapsed Entrance. The recessed floor continues north to another closed portcullis. A door leads off both to the left and to the right. The door to the right will lead to tomorrow's room, 1-03; the door to the left and the portcullis will both lead further into the tower.

To either side of the portcullis are two massive pillars, carved from the mountain stone to look like cobras, hoods flaring, fangs bared and tongs hissing. Between them lies a dead bandit, burned past point of recognition. Note that despite the map, there is no way between the pillars and the nearby walls; the pillars extent to the nearest point of the wall.

Hazard (Low 1)

Fire-spitting statuesHazard 3

Fire Evocation Magical Trap 
Complexity Simple
Stealth DC 20 (trained)
Description Both status spit a stream of fire which creates a wall occupying the spaces between them.

Disable Thievery DC 20 (expert) to discover the trap draws its power from elsewhere or dispel magic (2nd level; counteract DC 18) to suppress the rune for 30 minutes.

Firewall (arcane, fire, evocation)Trigger A non-serpantfolk creature enters any of the squares between the two pillarsEffect The trap deals 4d6 fire damage to the triggering creature (DC 22 basic Reflex save).


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