You approach a small stone building with a thatched roof. It seems abandoned for many years. The wooden door is unlocked. As you enter the room, another letter lies on the center of the floor. Upon touching it, electricity begins to arc from the floor, activating the trap. Trap: Shocking Floor CR 11 (upgrade to 7d6 damage per round) As this happens, four Soldier 1 and one Wizard 1 prepare outside, and two soldiers hold the door shut.