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6. Clubhouse
bf4-level-3-6 • bf4-level-3-6 • BF4: Raiders of Enterone
The room before you is quite strange. There are several pillars, each carved with deep spiral grooves. At the top of each is a wide metal band around the pillars, with an arm or bar of some kind jutting out from each of them. At the end of each of these arms is a metal ball more than a foot in diameter. The spiral grooves are screw threads, and the metal ball clubs are attached to threaded rings wrapped around each pillar. The trap is triggered by stepping on any of several randomly-placed tiles; each character who crosses the room has a 1-2 on 1d6 chance of triggering it, causing the clubs to be released, spinning around the pillars as they fall and striking anyone within 10 feet; victims must save vs. Death Ray or be hit for 2d4 points of damage. This trap must be manually reset, but the humanoid monsters in the dungeon all know how to reset it and they will likely do so whenever the party leaves the dungeon.
BF4 Grimspire Dungeon Level 3, room 6. Hazards: trap
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