20. Chamber of the Clapper. This circular room, 30’ radius, has a massive bell hanging within its center. There are four figures, frozen in what appears to be glass, at four corners of the room. Each possesses a demon frozen in place. The round after the PCs enter, the bell rings with a massive sound, and it continues to do so for the next three rounds. Each round, the ring of the bell releases one of the demons from its glass prison, leading it to immediately attack. The demons, in order: Manes, Dretch, Barlgura, Chasme. The PCs can juggle to do extra damage to the demons, as described in room 1. If a PC looks underneath the bell, they will find it has a ridiculously tiny, golden clapper – the clapper of the Bell of Savamor. It can be removed with a DC 15 Dex or Prestidigitation roll, to keep the bell from releasing more demons.
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