Made with a mousepad. Please excuse my 1337 skills.
Room 6, Phase 2
In Room 6, the party finds themselves in an enormous hallway, made completely out of fireproof steel and with pillars that dwarf them in size. Shortly after entering, they hear the howling roar of a mighty dragon, enraged by some source and flying around the halls that they stood in.
That's the second thing they noticed: This massive hallway was hundreds of feet high in the air, built atop an enormous castle.
Closest to them is a magical device, which can only be handled by someone with MAG prowess. After rolling a dice roll added to their MAG skill, they must beat
21 or more with every use (They will need to use it at least
4 times). If the mage chooses to activate it, what it will do is protect one section of the hallways from dragonfire through the use of a massive magical force field.
At the end of the hallways is a lever. When pulled, steel blast-proof plates will be lowered down on both sides of the hall, closing it off from the dragon outside. This will also open the door to Room 7. Pushing it back will close the door and raise the windows once more.
For this room, at least one person must run across the hallway to pull the lever at the end, allowing everyone to cross. While he runs, the magician must protect the runner from dragonfire. After successful completion, everyone may exit and enter Room 7.
This room relies on the runner trusting the magician to not allow them to die, and it relies on the magician trusting that he who pulled the lever will not raise the windows again for them to die by the dragon.
Good luck.
STATUSES:
-Partially healed wound in Ipman's side. No bleeding, but muscle damage is there. (-3 to all rolls)