17. Magnetic corridor. This corridor, 10’ by 50’, has two pillars at 15’ and 35’ centered right in the center of the passage, and acted as security for the inner chambers of the temple. Each of these is a magically enhanced lodestone, with powerful metal attraction properties. Anyone wearing metal passing within 5’ of a pillar (essentially walking by it anywhere in the corridor) must make a DC 16 Athletics check or have the metal pulled to stick on the pillar (possibly taking them along, if they are wearing metal). It requires a DC 20 Athletics check to free someone or something stuck to a pillar. Beyond the far door is a wood golem, that enters the room to attack if it hears anyone get stuck to a pillar (otherwise, it will attack when the party enters the far door). A small opening, 2.5’ diameter, lies near the doors on either side of the chamber. They are openings to a small tunnel that stretches the length of the corridor. It can be used to transport metal gear from one end to the other, provided a rope or other mechanism can be threaded from one side to another. The tunnel is too small for medium sized humanoids, but small humanoids could go through it in a very tight fit. Near the center of the small tunnel is a ring of jumping that was lost by someone transporting gear ages ago.
https://files.mastodon.social/media_attachments/files/109/708/065/615/745/967/original/684d938800579168.png