diff --git a/game-master/session-notes/Session50_60/Session56_MorattiTowerNotes.html b/game-master/session-notes/Session50_60/Session56_MorattiTowerNotes.html index 8777635..5d2582a 100644 --- a/game-master/session-notes/Session50_60/Session56_MorattiTowerNotes.html +++ b/game-master/session-notes/Session50_60/Session56_MorattiTowerNotes.html @@ -2,7 +2,7 @@ title: Session56 Moratti Tower Notes description: published: true -date: 2023-03-30T14:42:21.859Z +date: 2023-03-30T14:43:19.809Z tags: game-master, session 56, 56 editor: ckeditor dateCreated: 2023-02-22T16:48:17.330Z @@ -512,7 +512,10 @@ dateCreated: 2023-02-22T16:48:17.330Z
  • There's are pressure plates right after this demarcation line. Stepping on them causes the “portcullis” to fall down, and poisoned gas to seep into the room.
  • A successful DC17 Investigation lets one see the difference between which stones are normal stones, and which are pressure plates, by noticing slight unevenness in those that have pressure plates on them.
  • Triggering the trap causes gas to seep into the room, coming from the armors, whom appears to receive it through their “boots” from a small hole in the floor.. Creatures who breathe in this gas take 2d6 Poison damage. One can hold one's breath to avoid the damage. Creatures who drop to 0 HP from this poison are automatically stable (as the trap is not meant to be deadly)
  • -
  • The candlestick down and 2 ticks to the right turns the gas off, and creates a suction sound as the gas is removed from the room. (This exists as a safety in case Moretti accidentally were to trigger the trap herself.)
  • +
  • The candlestick down and 2 ticks to the right turns the gas off, and creates a suction sound as the gas is removed from the room. (This exists as a safety in case Moretti accidentally were to trigger the trap herself.) +