A roughly diamond-shaped cavern opens up beyond a set of double doors. Each of its four walls holds a three-foot-by-three-foot iron plate, mounted at the center of the wall and featuring a three-inch-diameter hole cut through the plate and the rock behind it. Across the cavern, another set of double doors stands closed. |
The holes in the walls extend 1 foot in, then angle downward, preventing the mechanisms of the trap from being seen. This chamber does nothing as long as the characters have not yet caught
Stahlmast's notice. However, if he has been alerted to their presence, both sets of double doors swing shut and lock tight once all the characters (or a majority of the characters if some are hanging back) have entered. The locks on both sets of doors can be picked with a successful DC 16 Dexterity check using thieves’ tools, or the doors can be forced open with a successful DC 16 Strength check.
With the doors locked,
Stahlmast taunts the characters via the speaking tube in the ceiling before filling the chamber with scalding hot steam from the holes in the wall plates. Each creature that starts its turn in the steam takes 2 (1d4) fire damage. If all four steam holes are plugged up with cloth or some similar material, the trap stops dealing damage, and instead backs up and deals 4d4 fire damage to the Stahlmaster in the clockwork forge (area L19).
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