Sunday, January 29, 2023

D23 2-4 Temple of the Leaping Oracle; Transverse Chamber

Every time a gamemaster says, "You walk into a pitch-black room." you can be sure at least one player will blurt out, "I have Darkvision." Darkvision is an extremely useful sense for characters. Darkvision allows characters to see in complete darkness without making a show of themselves by carrying around a light source. The only real drawback for Darkvision is that it fails to distinguish colors. At my table, Darkvision can see carvings but not writing. I make a special point when my players identify their senses that one key difference between low-light vision and darkvision is the ability to distinguish color. The trap in this room was designed to exploit the shortcomings of darkvision.

Transverse Chamber 

A room separating the settlement from the garrison. The trap in this room is designed to block access to the lower levels of this complex.

Design

Tiles on the floor are faintly colored blue and green. Heavey stones are piled on top of the skeleton of a medium humanoid creature in the southeast corner of the room.

Entries

East Entry

An Unlocked Stone Door to the Entry Gallery

South Entry    Secret, Trapped

Locked Good Wooden Door (DC 20 to open, Hardness 10 40 hp) to Defender's Ascent

West Entry

An Unlocked Stone Door

Hazard

The green tiles in this room are connected to collapsible sections of the ceiling that fall when the green tiles have weight placed on them

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