Cube RoomThis is a featured page

Cube Room:

To Human Wizard, “Follow ROY. Do you understand me? Roy will be your guide”
To Half-Elf Warlock, “There is an order to things”
To Human Warlord, “You must lead for them to follow”
To Dragonborn Cleric, “If nothing makes sense, don’t let that anger you. Push for order”
To Dwarven Fughter, “You can’t make an omelet without breaking some eggs”

When the correct room is chosen, it shakes around and all inside take 1HP non-lethal damage. Each room waits 30 seconds in real time before anything happens. Every room is identical in every way accept for the handles around each 3’ diameter round, flat doorway. Each one has a handle of different colors. They must be pulled in order ROY G BV in order for the final door to open up to the outside world. In each room, the handles face in the same direction if they go in the proper order. The start point is the entranceway for the handles to be viewed as true.

First room, they are all shoved in separate entrances. Roy is in there already to start. They have on the floor in the first room 2 50’ ropes and 2 grappling hooks. If they go in the wrong order, the following occurs.

Red – Nothing happens. Room spins and moves. This is the start of doing it in the correct order.
Orange – Bright light causes 1d4 Radiant damage & blinds all who fail save for 1 round.
Yellow – Confusion Gas. Save or be dazed (Save ends). If Brian saves, they all save. If Brian fails, they all fail.
Green – Sleep Gas. Save or fall asleep for (Save ends). If Sabo saves, they all save. If Sabo fails, they all fail.
Blue – Electrified walls. Take 1d4 damage, paperwork must save or be destroyed.
Violet – Sonic Boom. Take 1d4 sonic damage, all glass & Crystal save or be destroyed. Roll separate save to avoid being Stunned (Save ends).

Sides – 1 is always facing away from the entrance. 2 is to its right, then 3, then 4. 5 is always below 1, 6 is always above 1. 1 is always Red unless the correct entrance is used, then 1 becomes Orange, etc…

Roy is a 13 year old boy. He is strong in stature for a child. He will go thru whatever door he is told to go thru. He has 3HP, but will fail save or take full damage from all traps. He is not frightened, as he has been told that while this test is perilous, he can fully trust in the PC’s. They are all from great stock and this test should be a breeze for them.

If Roy survives, 100 XP bonus for all players.


bishopkoko
bishopkoko
Latest page update: made by bishopkoko , Jul 21 2008, 1:09 AM EDT (about this update About This Update bishopkoko Edited by bishopkoko

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