Tunnels & Trolls : Gristlegrim Room 239--Cages

This is a standard Gristlegrim room with doors in all four walls and a stairway going down only in the southwest corner.

The floor is gridded in 10 foot by 10 foot squares with heavy black lines. Closer examination will reveal that there are straight cracks concealed by each stripe of paint, but don't mention that unless they search the room.

In the very center of the room is a large treasure chest apparently overflowing with gold coins-actually there are only 150 coins-the chest has a false bottom that comes to within an inch of the top.

As delvers walk toward the chest they must make L2SRs on Luck each time they enter a new square. If they make it, nothing happens. If they fail, the floor opens beneath them and drops them 10 feet into a prepared cage. Take 1D6 of falling damage. Bars shoot across the opening above and lock in place, leaving the delver or delvers in a cage.

The delver's problem is to get back out of the cage. A level 2 Knock-Knock spell will unlock the cage bars the first time this happens. Each subsequent time it happens it will take a spell 2 levels higher than it was before to unlock the cage.

Most of the room's cages are activated by failing a luck saving roll, but the final 8 surrounding the treasure are activated by any pressure at all being put upon them.