Continuing on in this passageway the party encounters a long corridor.
This corridor is lit with an eerie eldritch light. The floor is made up of tiles.
The corridor is 50ft long, and every five feet there is a pressure plate on the floor that fires a magic missile at the party. 1d6 hp of damage, it will always hit one character at random.
A thief can find the traps (the pressure plate), but the trap itself is magical and needs a dispel magic to stop. The dispel magic only works for 1 of the 10 traps in this area.
Doing so will result in 50 xp.
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