Past the tomb is a long hall leading deeper into the complex. This hallway is filled with traps.
The hallway is 120' long, and there is a trap trigger every 5'. Each trap, once triggered fires 1d4+2 darts. They attack as a 5-HD monster. There are 24 total traps.
Each dart has a paralytic poison. Save vs. Paralysis or fall into a paralyzed stupor. One round later the victim must save vs. Death or die. If the first save is successful then the second save is not needed.
A thief can find the traps easy enough. Each one they discover increases the chance of discovering the next one by 1% for the first 5 and then 5% per addition for each one after.
The traps are not a serious threat once they are figured out. It is harder to deal with if the mummies from Room 10 are chasing the PCs.
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