Room 5 Building / Landmark in Hellas | World Anvil

Room 5

The description of this room may need amending depending on the hero's light source or how far they may be able to see with darkvision.  
The double doors open into an unlit corridor 10 ft wide and 15 feet high, which extends beyond your light or darkvision.   Twenty feet down the corridor you can see an archway with a stone statue of Nike against the corridor wall flanking each side of the archway. Beyond, the corridor continues until after another 20 feet you can see another archway with another pair of flanking stone statues.   20 feet beyond the second archway is a third archway and flanking statues of Nike. Beyond this third archway after another 20 feet of corridor are a pair of stone double doors.   The walls, floor, and archways of the corridor are made from polished stone blocks. As elsewhere in the tomb a fine dust covers the stone floor.
  When the heroes get close to the first archway they will be able to clearly see a patch or stain on the floor between the first arch. A DC 12 Wisdom (Perception) check, or a passive Perception score of 12 or higher, will determine that the stain is a pool of dried blood.   Around the second archway a DC 15 Intelligence (Investigation) or Wisdom (Perception) check will reveal slight scorch marks just beyond the arch on the floor   The double doors at the end of the corridor are like the other pair of doors in the tomb and can be easily opened into Room 6.   The corridor is trapped, with 1 trap between each archway. Here are the traps and how to overcome them.   The traps are only triggered when someone passes through an archway travelling North into the tomb, they are NOT triggered by someone passing South out of the tomb.  
Trap 1 (1st archway) - Spear Trap. When a creature walks between the first arch, 2 spears spring out of the wall to attack. After the attack the spears are pulled back into the wall and the trap resets.   Trigger - A creature that steps upon a pressure plate located just beyond the archway triggers the trap.   Effect - The trap makes 2 attacks against the triggering creature. Each attack has a +5 attack bonus and deals 1d6 piercing damage on a hit.   Countermeasures - A successful DC 15 Wisdom (Perception) check reveals the pressure plate.   The pressure plate can be jumped over with a successful DC 8 (Dexterity) check. The check is made with advantage if the creature knows the plate is there.   A successful DC 12 Intelligence (Investigation) check reveals that the statues can be moved.   The stone statues of Nike can be turned round to face the wall, each requiring a DC 15 (Strength) check to do so. This will deactivate the trap until the heroes leave the tomb. If only 1 statue is turned to face the wall the trap will attack with 1 spear.  
Trap 2 (2nd archway) - Lightning Trap. When a creature walks between the second arch, they are struck by a lighting strike.   Trigger - A creature that steps upon a pressure plate located just beyond the archway triggers the trap.   Effect - A lightning bolt strikes from the ceiling upon the triggering creature. The creature must make a DC 12 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one.   Countermeasures - A successful DC 15 Wisdom (Perception) check reveals the pressure plate.   The pressure plate can be jumped over with a successful DC 8 (Dexterity) check. The check is made with advantage if the creature knows the plate is there.   A successful DC 15 Intelligence (Arcana) check informs the hero that covering the eyes of the statues will deactivate the trap until the heroes leave the tomb.  
Trap 3 (3rd archway) - Pit Trap. When a creature steps beyond the third arch, the stone floor (which is a mock floor and on a hinge) gives way and drops them into a 10 foot deep pit. After 1 minute the trap's hinged floor returns to its starting position and the trap resets.   Trigger - A creature that steps beyond the archway triggers the trap.   Effect - The creature must make a successful DC 10 Dexterity saving throw to catch itself on the pit's edge or instinctively step back. A failed save means the creature has fallen into the pit taking 1d6 bludgeoning damage.   Anyone in the pit can climb out with a successful DC 10 Dexterity check. If this check is failed have the hero roll a d10, on a roll of 10 they fall back into the pit taking another 1d6 points of bludgeoning damage.   Countermeasures - A successful DC 10 Wisdom (Perception) check, or a passive Perception score of 10 or higher, reveals the presence of the pit.   The pit can be jumped over if a hero can jump over 10 feet. A successful DC 12 (Dexterity) check will also clear the pit.   A successful DC 12 Intelligence (Investigation) check reveals a locking mechanism in the arm of the stone statue on the right, and if the arm is lowered the trap will close (if open) and be deactivated until the heroes leave the tomb. If the trap is deactivated the floor will be safe to walk across.
Type
Room, Corridor, Section

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