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<blockquote data-quote="DiFier" data-source="post: 1285116" data-attributes="member: 2345"><p><strong>3. Great Corridor</strong></p><p></p><p>The Pair of large double doors open into a ten foot wide corridor. The floor is the same smooth black stone tiles as in the entry hall. The walls are rougher black stone blocks. The low point of the vaulted ceiling is 40' above the floor. There are three iron doors in the side walls of the corridor two on the right and one on the left. Hanging from the walls near the center of the corridor are four tapestries. Each is 15 foot wide and 40 foot tall. At the far end of the Corridor is a set of smooth black double doors that looks identical to the doors at the other end of the corridor except without keyholes in them. On the wall to the left and right of these doors are small demon faces made of iron and set into the stone, they are about one foot tall and eight inches wide. </p><p></p><p> The door to the immediate right of the double doors to the entry hall has writing on it and is trapped see description of this door in room 4, Scriptorium of the Damned. The door at the center of the southren wall is hot to the touch and is slightly sooty. the door to room 6 is a typical iron door (unless the designer of room 6 wants something different) The double doors that lead into room 7 have a DC 28 to break and dc 30 to unlock. The locks are in the demon faces next to the doors. The face to the right is a nalfeshnee and the one to the left is a hezrou. The mouths of the demons are closed but it is obvious that they open. It takes a strengh check, DC 20 to break them off or force them open. if the mouth is forced or broken open it activates a greater shout trap. If activated the shout trap can be heard in rooms 2, 4, 5, 6 and 7. </p><p></p><p>CR 8; magic device; touch trigger; repair reset; spell effect (greater shout, 15th level wizard, 10d6 damage, 1d4 rounds deafened, 1 round stunned. dc 22, fort for half damage and deafness and to negate the stun, 15d6 vs. crystaline objects reflex dc 22 save to negate, or crystaline creatures dc 22 fort for half damage) mulitipule targets 60ft cone with the origina at the corner of the room pointing straight back allong the corridor; Search DC: 33 Disable device DC: 33. The mouths can be opened and the shout trap bypassed by pressing the buttons behind the tapertries see below. </p><p></p><p>The four tapestries hanging from the side walls each depicts a single demon standing infront of a firey vortex. The demons depicted are a Balor, a Marilith, a Nalfeshnee and a Hezrou. There is a five foot section of wall between the tapestries on each wall, on the south wall this section contains the door to room 5, the forge, The Nalfeshnee and the Hezrou are closer to the entry hall, room 2, and face each other with the Nalfashnee on the northren wall and the Hezrou on the southren wall. Behind these two tapestries are bricks that are set back from the face of the wall, DC 20 to to notice with spot or search. they can be pushed in causing a click to be heard from the direction of room 7 and a quieter click (dc 18 listen) from room 2. these buttons disable the fireball traps on the doors in the north and south walls in the entry hall and open the mouths of and eyes the locks to room number 7 disableing the greater shout trap. The traps reset after 15 mins. the buttons can be pushed with out lifting the tapestries. </p><p></p><p></p><p>I'm not sure if I got the traps right.</p></blockquote><p></p>
[QUOTE="DiFier, post: 1285116, member: 2345"] [B]3. Great Corridor[/B] The Pair of large double doors open into a ten foot wide corridor. The floor is the same smooth black stone tiles as in the entry hall. The walls are rougher black stone blocks. The low point of the vaulted ceiling is 40' above the floor. There are three iron doors in the side walls of the corridor two on the right and one on the left. Hanging from the walls near the center of the corridor are four tapestries. Each is 15 foot wide and 40 foot tall. At the far end of the Corridor is a set of smooth black double doors that looks identical to the doors at the other end of the corridor except without keyholes in them. On the wall to the left and right of these doors are small demon faces made of iron and set into the stone, they are about one foot tall and eight inches wide. The door to the immediate right of the double doors to the entry hall has writing on it and is trapped see description of this door in room 4, Scriptorium of the Damned. The door at the center of the southren wall is hot to the touch and is slightly sooty. the door to room 6 is a typical iron door (unless the designer of room 6 wants something different) The double doors that lead into room 7 have a DC 28 to break and dc 30 to unlock. The locks are in the demon faces next to the doors. The face to the right is a nalfeshnee and the one to the left is a hezrou. The mouths of the demons are closed but it is obvious that they open. It takes a strengh check, DC 20 to break them off or force them open. if the mouth is forced or broken open it activates a greater shout trap. If activated the shout trap can be heard in rooms 2, 4, 5, 6 and 7. CR 8; magic device; touch trigger; repair reset; spell effect (greater shout, 15th level wizard, 10d6 damage, 1d4 rounds deafened, 1 round stunned. dc 22, fort for half damage and deafness and to negate the stun, 15d6 vs. crystaline objects reflex dc 22 save to negate, or crystaline creatures dc 22 fort for half damage) mulitipule targets 60ft cone with the origina at the corner of the room pointing straight back allong the corridor; Search DC: 33 Disable device DC: 33. The mouths can be opened and the shout trap bypassed by pressing the buttons behind the tapertries see below. The four tapestries hanging from the side walls each depicts a single demon standing infront of a firey vortex. The demons depicted are a Balor, a Marilith, a Nalfeshnee and a Hezrou. There is a five foot section of wall between the tapestries on each wall, on the south wall this section contains the door to room 5, the forge, The Nalfeshnee and the Hezrou are closer to the entry hall, room 2, and face each other with the Nalfashnee on the northren wall and the Hezrou on the southren wall. Behind these two tapestries are bricks that are set back from the face of the wall, DC 20 to to notice with spot or search. they can be pushed in causing a click to be heard from the direction of room 7 and a quieter click (dc 18 listen) from room 2. these buttons disable the fireball traps on the doors in the north and south walls in the entry hall and open the mouths of and eyes the locks to room number 7 disableing the greater shout trap. The traps reset after 15 mins. the buttons can be pushed with out lifting the tapestries. I'm not sure if I got the traps right. [/QUOTE]
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