Area 10: Warded Hall
The initial chamber of this area holds only a pair of
stone columns, but a dark hallway leads north toward a
T-intersection and an east–west corridor.
A successful DC 11 Wisdom (Perception) check notes a
number of broken crossbow bolts around the southwest
column and the southern wall of the initial chamber.
This might offer the players a hint of the trap beyond.
Crossbow Trap
The north-leading hallway is set with a series of
pressure plates in the floor, in the area between the
triangles appearing on the map. The plates are made
of iron concealed under years of dust and rubble, and
can be spotted with a DC 15 Wisdom (Perception)
check. Characters not spotting the trap will step on the
pressure plates, causing four crossbow bolts to be fired
through holes in the north wall. Any characters in the
hallway or the eastern part of the initial chamber have
the trap's four attacks randomly divided among them: +4
to hit, 5 (1d10) piercing damage.
The bolts fly the length of the hallway and hit the
southwest column and the south wall if they don't strike
anyone. If the characters bypass the area and make it
safely to the T-intersection, they can easily see the holes
in the wall out of which the crossbow bolts fly.
Moving On
The eastern arm of the intersection leads to a collapsed
section of hallway that can't be dug out. To the west is a
portcullis and a lever, with stairs seen just beyond. The
portcullis is already open. Any check made to search it
reveals that it is wedged with a spike so that it cannot
be closed.
Area 11: Faintly Lit Stairs
A set of stone stairs leads down to a landing, then turns
to the north. From beyond the bend, a faint rise of
flickering light intermittently dances across the walls.
9
Dragon+ 18 | The Crypts of Kelemvor
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