Diabolical devices: the frictionless room

While I’m a fan of the frequent small traps scattered throughout a dungeon, I’m also a fan of the large and unusual kind that usually take up an entire room.  I’ve collected quite a lot of them from old AD&D modules, and today I am presenting one of my favorites: the frictionless room.

The frictionless room appears in the old TSR module, White Plume Mountain, and to my knowledge occurs no place else.  It’s a very clean 2×9 space corridor. The party enters through a door perpendicular to one end of the hallway. The exit is set off in a small alcove, perpendicular to the other end of the hall along the same wall as the entrance. A strange, translucent silvery gloss covers every surface. In the middle of the room is a 1 space wide pit that spans the width of the room.

The silvery substance is 100% frictionless and covers every surface of the room (walls, ceilings, etc.) except for the back wall, which appears to be made of simple stone. The frictionless substance cannot be scrubbed off, cracked, burned, or in any way damaged. Any creature stepping on the substance immediately falls down and slides in the direction of its original motion until it hits a wall or falls into a pit.

When a creature strikes a wall, it bounces off and continues to move in
the perpendicular direction until it hits another wall or falls in a
pit.

The pit is 10 feet deep and the bottom is lined with long, unnaturally rusty blades with razor thin edges. The sides of the pits are covered in the same silvery substance as the rest of the corridor. A creature that falls into the pit takes a +10 attack vs. fortitude from the trap for 1d8 damage plus any additional damage from the fall. A successful hit infects the creature with the disease super tetanus.

Super tetanus

Initial effect: The target is slowed.
First failed saving throw: The target is dazed and loses a healing surge.
Final stage: The target is dazed and loses all healing surges until cured.

The back wall of the room is an illusion. The room actually extends another 10 feet and ends in a large pit lined with more super tetanus giving goodness. The real back wall of the room is covered in the same silvery substance that’s on every surface.

In the original description, the room was protected by an anti-magic field that prevented the use of spells like fly or levitate. For 4e purposes, I think a similar field would work, only it prevents the party from using any powers with the arcane, divine, or psionic keywords.

Players can attempt to change the direction they slide across the floor with a DC 15 acrobatics check. Standing up in the room is impossible, as even the PCs’ own heartbeats would be enough to knock them down.

I’m interested to see your proposed solutions. Good luck.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.