There is a door in the slave pens beneath the Sabratha that stands out for its strangeness. It is of solid stone and the heavy hinges are crafted such that it strives always to remain closed The outward facing side of the doorway looks beaten and bashed. Through the doorway is a landing with passageways branching upwards or down into darkness either way. When the door is ajar, a wind picks up that increases until it is a howling gale, but stops with a great swirling of dust and debris when the door is finally shut. 80 feet up the ascending passageway is a wooden door, locked. Similarly, the steeper sloping descent also ends at a door after only 40 feet. It is stone and unlocked. (Athletics DC 10 to open.)
This hallway is trapped with the teleporting boulder trap. Unless a hidden stone is pressed near the doorway at the top, if either door is touched the trap activates. (DC level +20 Perception to discover the trap. Even then, the discovery only reveals the outline of the teleportation pit in front of the lower door and/or the trap door in the ceiling above the upper door. Finding the stone and turning it the correct way to deactivates the trap is a DC level +20 thievery check, however, 3 successful DC level +10 thievery or arcana checks will also disable it. If the trap is disabled by any means, the boulder will continue its path downwards and the trap wil reset itself as the trapdoor closes.
When activated, the boulder goes first in the turn. The trapdoor opens as two concealed doors swing open, and the heavy boulder, taller than a man, drops down, smashing into everything, creating a jarring, wrecking experience as it careens off floor, walls, and bodies before slamming into the door on the landing. It then bounces off that door and flies down the lower passage where a pit of darkness has opened, swallowing the boulder up.
The boulder attacks everyone in its path as it makes its way down. (Level +9 vs Reflex for 2d10 +4 damage, half damage on a miss. Effect: the target is dazed (save ends)) It dazes everyone whether it hits or not. The next round it continues onward and at the end of its turn, drops into the teleportation pit, which looks like a window into endless space, and at the top of round three, begins again the carnage that began in round 1.