24. Tilty trappy hall. This 10’ wide corridor has a slope upwards 30’ to the door on the opposite side. The floor is covered with oil, making it a rather slippery climb – DC 8 Acrobatics check to stay standing while climbing the first 15’ of the slope. When over half the weight of the party is past the halfway mark, the hallway suddenly tilts the other way, like a see-saw. All party members must then make a DC 15 Athletics check to stay upright. This isn’t a particularly bad problem, unless one of the party members drops a torch, which causes the oil to ignite, causing d6 fire damage per round for 3 rounds or until people escape.
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