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<blockquote data-quote="ichabod" data-source="post: 9069220" data-attributes="member: 1257"><p>Final Level 01 Map (Yeah, I know I'm late, but I had a mold crisis and a nasty vertigo attack):</p><p></p><p>[ATTACH=full]290262[/ATTACH]</p><p></p><p>The remaining room descriptions are below. Also, I've been thinking about environmental effects due to these levels being associated with other spheres of existence. I decided to go ahead with it, and on this level (Air), you gain a fly speed of half your normal speed if you flap your arms. If you do anything that requires an arm or hand, you float slowly to the ground. This should not matter in combat, but it would make Room XIV easier.</p><p></p><p><strong><strong>Room XV: Sending</strong></strong></p><p>An invisible stalker, that targets whoever opened the door. If it kills that character, it stops fighting until someone else opens a door to enter the room.</p><p></p><p><strong><strong>Roov XVI: Rain</strong></strong></p><p>This room has the body of a human male targeted by the invisible stalker in room XV, but ran to here before he was killed. The body has a hidden pouch on him (DC 12 investigation) with a low treasure.</p><p></p><p><strong><strong>Room XVII: Under Pressure</strong></strong></p><p>Every five foot square in this room is a pressure plate (DC 15 Perception to spot, with advantage after spotting the first one). Each time you step on a pressure plate, a random event occurs:</p><p></p><p>1. Dart (+5, 1d4+1 piercing damage)</p><p>2. Electric shock (1d6 lightning damage, DC 15 Constitution save for half)</p><p>3. Blast of wind (DC 15 Strength save or knocked prone in a random adjacent square, setting it off)</p><p>4. Chunk of ceiling falls down (DC 15 reflex save to avoid 1d6 bludgeoning damage, but if you fail by more than 10 you set off an adjacent square's pressure plate, after seeing this once you have advantage on the save).</p><p>5. Bird naughty word falls from celing (DC 15 reflex save to avoid, but if you fail by more than 10 you set off an adjacent square's pressure plate).</p><p>6. A gold piece falls from the ceiling.</p><p></p><p>The western door is fake. Each pressure plate is DC 15 to disarm with Thieves</p><p></p><p><strong><strong>Room XVIII: Spin Hatch</strong></strong></p><p>There is a round, bulging hatch set into the floor in the middle of this room. It is about five feet in diameter. On top of the hatch is a wheel. There are six square holes in the hatch, around the outside, each showing part of a cog with a letter in Auran. As the wheel rotates, the cogs rotate, and the letters change. If you rotate the wheel so that one of the wheels shows an Auran 'A' symbol, and then reverse direction, the 'A' stays. Note that there is a 1 in 4 chance at any point that an 'A' is showing. When they get the next correct letter adjacent to the 'A' and reverse again, the second letter stays. The goal is to spell out Aethus, the name of the air god. At that point the hatch opens, revealing a tube with a ladder. The tube goes down 60 feet and ends with a 10 foot drop to the floor of the third level.</p><p></p><p>Going past the correct letter or reversing too early resets the cogs and all of them start to turn again. A DC 20 Thieves' Tools check can force a cog to change position, but that breaks the mechanism and the lock will no longer open.</p><p></p><p>There is a very faint click sound when the correct letter is reached. It is DC 25 to hear, DC 20 if you press your ear against the hatch.</p></blockquote><p></p>
[QUOTE="ichabod, post: 9069220, member: 1257"] Final Level 01 Map (Yeah, I know I'm late, but I had a mold crisis and a nasty vertigo attack): [ATTACH type="full" alt="level001.jpg"]290262[/ATTACH] The remaining room descriptions are below. Also, I've been thinking about environmental effects due to these levels being associated with other spheres of existence. I decided to go ahead with it, and on this level (Air), you gain a fly speed of half your normal speed if you flap your arms. If you do anything that requires an arm or hand, you float slowly to the ground. This should not matter in combat, but it would make Room XIV easier. [B][B]Room XV: Sending[/B][/B] An invisible stalker, that targets whoever opened the door. If it kills that character, it stops fighting until someone else opens a door to enter the room. [B][B]Roov XVI: Rain[/B][/B] This room has the body of a human male targeted by the invisible stalker in room XV, but ran to here before he was killed. The body has a hidden pouch on him (DC 12 investigation) with a low treasure. [B][B]Room XVII: Under Pressure[/B][/B] Every five foot square in this room is a pressure plate (DC 15 Perception to spot, with advantage after spotting the first one). Each time you step on a pressure plate, a random event occurs: 1. Dart (+5, 1d4+1 piercing damage) 2. Electric shock (1d6 lightning damage, DC 15 Constitution save for half) 3. Blast of wind (DC 15 Strength save or knocked prone in a random adjacent square, setting it off) 4. Chunk of ceiling falls down (DC 15 reflex save to avoid 1d6 bludgeoning damage, but if you fail by more than 10 you set off an adjacent square's pressure plate, after seeing this once you have advantage on the save). 5. Bird naughty word falls from celing (DC 15 reflex save to avoid, but if you fail by more than 10 you set off an adjacent square's pressure plate). 6. A gold piece falls from the ceiling. The western door is fake. Each pressure plate is DC 15 to disarm with Thieves [B][B]Room XVIII: Spin Hatch[/B][/B] There is a round, bulging hatch set into the floor in the middle of this room. It is about five feet in diameter. On top of the hatch is a wheel. There are six square holes in the hatch, around the outside, each showing part of a cog with a letter in Auran. As the wheel rotates, the cogs rotate, and the letters change. If you rotate the wheel so that one of the wheels shows an Auran 'A' symbol, and then reverse direction, the 'A' stays. Note that there is a 1 in 4 chance at any point that an 'A' is showing. When they get the next correct letter adjacent to the 'A' and reverse again, the second letter stays. The goal is to spell out Aethus, the name of the air god. At that point the hatch opens, revealing a tube with a ladder. The tube goes down 60 feet and ends with a 10 foot drop to the floor of the third level. Going past the correct letter or reversing too early resets the cogs and all of them start to turn again. A DC 20 Thieves' Tools check can force a cog to change position, but that breaks the mechanism and the lock will no longer open. There is a very faint click sound when the correct letter is reached. It is DC 25 to hear, DC 20 if you press your ear against the hatch. [/QUOTE]
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