Hall of Captains

This large long hall is lined with statues of renowned captains of years past. Many of them are former war heroes or particularly brave explorers. At night an incantation is activated that turns the entire hall into a deadly trap which can easily catch unsuspecting trespassers off guard, trapping and incapacitating them to be found by the guards on their next patrol. The hall is 130 ft long and 25 ft wide, with 15 ft high ceilings. Every 15 ft on alternating sides of the hall, there is a 10ft high stone statue standing on 3ft high plinth. The walls opposite the statues have large canvas paintings of the respective captain’s ship. There are a series of four ornate chandeliers hanging from the ceiling along the length of the halll.

The Hall of Captains

Complex Trap ( levels 5-10, deadly)

Trigger: This trap triggers as soon as any creature enters the hall while it is activated. It remains active until all creatures in the hall are dead or incapacitated. While active, the doors at either end of the hall are locked and sealed with bars on the outsides.

Initiative: The trap acts on initiative counts 25, 20, 15, and 10.

Active Elements:

The Hall of Captains includes a rising water level, powerful lightning runes, a number of animated statues and locked doors.

Locked Doors (initiative 25) when the trap is first activated, the doors at either end of the hall slam shut and are sealed and barred from the outside. An invisible wall of force springs into existence, about an inch off of the doors’ surface.

(initiative 25) when the trap is first activated, the doors at either end of the hall slam shut and are sealed and barred from the outside. An invisible wall of force springs into existence, about an inch off of the doors’ surface. Rising Water (initiative 20) when the trap first triggers, a small trickle of water starts flowing out of vents at the bottom of the walls. On the first turn it just wets the floor, by the second turn the water level has risen to 2.5 feet. Each subsequent round the water has risen an additional 2.5 feet, until it fills the 15ft high hall.

(initiative 20) when the trap first triggers, a small trickle of water starts flowing out of vents at the bottom of the walls. On the first turn it just wets the floor, by the second turn the water level has risen to 2.5 feet. Each subsequent round the water has risen an additional 2.5 feet, until it fills the 15ft high hall. Lightning Runes (initiative 15) magical runes are set into the base of each statue plinth. Any creature that is touching the water when the runes activate must make a DC16 constitution saving throw or take 2d10 (or 11) lightning damage, half damage on a successful save. Creatures wearing metal armor have disadvantage on the saving throw.

(initiative 15) magical runes are set into the base of each statue plinth. Any creature that is touching the water when the runes activate must make a DC16 constitution saving throw or take 2d10 (or 11) lightning damage, half damage on a successful save. Creatures wearing metal armor have disadvantage on the saving throw. Animated Statues (initiative 10) Each of the eight 10 ft tall stone statue animates as soon as anyone touches it or its plinth or damages the statue in any way. They have no weapons, but will try to restrain and drown trespassers. They have a strength score of 24, and a +12 to Strength(Althletics) checks. If a creature becomes incapacitated or unconscious the nearest statue will hold the creatrue above their head, trying to keep them out of the rising water as long as possible.

Dynamic Elements:

The lightning runes become more powerful as more water fills the room.

Stronger Shocks the damage of the lightning runes increases by 1d10 each round.

Shock Overload If a creature is at least half submerged in the water when they fail a save against the Lightning Runes, they are stunned until the end of their next turn.

Constant Elements:

The water level in the hall makes it increasingly difficult to move through.

Rising Water the water slickens the stone floor in the first round, making the whole hall difficult terrain. In the second round the water is still too low to swim, every foot of movement wading or walking through the water costs three feet of your movement speed. In the third round and beyond the water is deep enough to swim in.

Countermeasures:

The following actions can be taken to escape or deactivate

Locked Doors

If the wall of force is deactivated, the doors can be forced open. Alternatively, the trap’s deactivation puzzle can be solved.