Lowering Room


 

You have entered what appears to be a large ballroom.

Mechanical Trap

 

The room lowers itself to the next level, which is identical in nature in the near vicinity.

When the targets enter the room, they come in through the doors and go through a small, right-angle corridor. Once in the room, the doors cannot be seen.

The room lowers very slowly, taking 3 rounds to lower itself to the next level. It is barely perceptible. It requires a DC 18 Wisdom (Perception) check to detect the movement of the room. 

If the corridor is entered during the movement, it will be obvious as the wall can be seen moving.

Once the room stops moving it’s on the next lower level. The hallways and rooms near this room look identical, although some of the encounters will have appeared to “respawn”.

A DC 18 Wisdom (Perception) check by the doors will detect a very small gap between the walls. A DC 16 Intelligence (Investigation) check reveals that the room itself is not connected to the rest of the building, as if it could move.

A secret door in each hall (DC 16) hides the gear mechanisms for the room. A successful DC 16 Intelligence (Investigation) check is required to activate the mechanism to lift the room back.

Categories: 5e, Dungeons and Dragons, mechanical | Tags: , | Leave a comment

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