This room may seem a little lackluster compared to the others once unearthed.
Room 1-4: Much like the door to Room 1-3, this door is caked in mud and earth, taking considerable effort to find. However, once discovered, the door swings into Room 1-2 with considerable ease. It opens to a narrow hole in the packed mud about 3′ in diameter, about enough for one adventurer at a time.
Once a light is shone into the room, the walls and ceiling are caked with thick mud and packed earth. At least half of the room is completely filled in. The glint of gold can be seen a little over 10′ across from the opening on what remains of the stone floor. There is about 5′ of operable space from floor to ceiling within the dimensions indicated on the map. What is possibly a hilt of a weapon or the end of a staff covered in dirt can also be seen. There is also a mud covered goblet and a bowl of a brazier sticking out of the dirt farther into the room.
And then there was trouble!
Once an adventurer enters the room, they can see the corner of a chest buried in the mud next to the coins. If they try to extract the chest, the handle, the goblet or the brazier, or do anything that disturbs the room in any way (Yell, tap the walls floor or ceiling, swing a weapon, etc) a full collapse is triggered. DC 15 Ref Save to get clear in time. The room is filled with earth! Anyone in the room takes 1d8 damage and is buried in the dirt. Suffocation Fort DC 10+1 per round buried, 1d6 Sta damage per failed save. The characters not trapped in the dirt can be excavated from the wreckage. The GM can determine how difficult it will be to dig any given player out depending on how far into the room they are buried.
IF the group managed to befriend or play nice with the elementals, they can excavate trapped PCs with ease and will gladly do so. They won’t help with the treasure, but they will save the adventurers, who clearly don’t belong in their element.
Thanks for stopping in. Room 1-5 is on the horizon. I love old fashioned dungeon crawls.