posted Thursday, March 5th 2009 by
Dungeon Mastering Advice
If your players are as paranoid as mine, they’ll defeat this trap. Otherwise, expect this to be quite deadly.
Room 1: The player characters enter from the single door to the north. The walls are lined with spikes. Suspicious players may search for traps, fearing a “crushing wall” trigger. There is none. The double doors in the southeast wall open inward, and beyond is a long corridor.
Room 2: The walls of this corridor are smooth, polished marble. At the end of this corridor is a floor plate marked on the map with a T. Stepping on the plate triggers a magical effect which rotates gravity ninety degrees, such that Room 1 is now “down”. The doors to Room 1 fall open and everyone in both rooms falls down along the corridor and onto the spikes in Room 1.