7. Deadly trap. The 10’ wide corridor here seems to stretch onwards for quite a ways, but this is an illusion to draw the players into the deadly trap, which depends on the current Dungeon Mood. If the mood is positive, the PCs find themselves suddenly bowled over by a collection of spectral puppies, who prance around and lick them happily before vanishing in a flash of light, leaving the PCs with 5 bonus hit points. If the mood is neutral, a single, slow-moving and rusted spear trap springs from the wall, targeting one random PC. The trap, due to its poor condition, requires only a DC 10 Dex save to avoid, and it causes only 1 hp of damage – the spearhead is broken off and missing. If the Dungeon Mood is hostile, the ceiling opens up above the PCs, spilling a tub worth of rot grub on top of them. Each PC must make a DC 15 Dex save or be infected by 1d4 parasites, which must be dealt with in the usual manner.
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