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<blockquote data-quote="ichabod" data-source="post: 9079433" data-attributes="member: 1257"><p>Finished level 3 today. I did one room of level 4, but I'm waiting to post that til next week.</p><p></p><p>[ATTACH=full]291147[/ATTACH]</p><p></p><p><strong>Room VI: Haste Sand</strong></p><p></p><p>The floor in the hallways leading up to this room is sandy, and so is the floor in this room. Any space that is not within 5 feet of a wall is quicksand (DMG p.110). However this is quicker than usual sand, and character's sink 1d6+1 feet on their first turn, and 1d6 feet each turn after that.</p><p></p><p><strong>Room VII: Come and Get It</strong></p><p></p><p>There is a shaft here, 20 feet up in the ceiling. It goes 50 feet up to Level 1 Room XVIII. Underneath it is a statue holding a stone chest above it's head. If someone tries to climb and get to the chest, it gets a surprise slam attack with advantage and double damage. If they attack it, it can throw the chest as an attack. Treat it as a slam attack but with a range of 20/60. You must use detect magic or another divination spell to tell it is a golem, no skill check can figure it out.</p><p></p><p>There is a high treasure in the chest, but it is DC 20 to pick the lock and DC 20 Athletics to force the chest open after it is unlocked (it is stuck closed). The chest is small enough that there is no way another person can help with the Athletics check.</p><p></p><p><strong>Room VIII: Stone Cold Empty</strong></p><p></p><p>This cave is intentionally left empty.</p><p></p><p><strong>Room IX: Alice was Here</strong></p><p></p><p>Creatures entering this cave are subject to a reduce spell for one hour. If they are searching for tracks and succeed on their roll, they will see very small basilisk prints right before they enter the room.</p><p></p><p><strong>Room X: Mites or Tights</strong></p><p></p><p>This cave is damp, and has multiple stalagmites and stalactites. These formations are very fragile and sensitive to sound. Anyone talking or failing a DC 12 Stealth check in this room has a stalactite fall on them (+5 attack, 1d6 piercing damage). There are three dead adventurers in this room. A search of the bodies results in a low treasure.</p><p></p><p><strong>Room XI: Glare Gang</strong></p><p></p><p>Three basilisks are in here. No treasure.</p><p></p><p><strong>Room XII: Weakness</strong></p><p></p><p>The banks of the river here are fake, and are designed to dump people in the river. Any jumps over the river that don't clear by 5 feet on both sides dump people into the river (DC 15 Dexterity save to grab the edge and pull yourself up). The fake edges are DC 15 Perception to find. The area cutoff by the river has a cairn. Inside the cairn is a dwarven skeleton with a medium treasure.</p><p></p><p><strong>Room XIII: Won't You Come In?</strong></p><p></p><p>There is an enchantment on this room that casts a suggestion to take a swim on anyone entering the room (DC 15 Wisdom save). There is also as shaft here leading up to the eastern Hallway XIV on level three.</p><p></p><p>When the river flows out of here, it starts to go down a slope and eventually a water fall dropping 10 feet to Level 4, Room I.</p><p></p><p><strong>Room XIV: Whoa There</strong></p><p></p><p>There are skeltons in the middle of the room, and treasure can be seen laying amongst them. Every five feet you go into the room costs an extra five feet of movement. You are already at 10 for 5 because of the level's environmental effects. So going 5 feet into the room takes 15 feet of movement, the next 5 feet takes 20 feet of movement, and so on. If you ever have to move your full speed to go 5 feet, you get stuck and can't back out.</p><p></p><p>The treasure in the room is a medium treasure.</p><p></p><p><strong>Room XV: Sandstorm</strong></p><p></p><p>This room has a sandy floor. Moving into the room causes a sand storm, making the room heavily obscured. When this happens the grimlocks from XVI will come in and try to attack the characters.</p><p></p><p><strong>Room XVI: Grimlocks</strong></p><p></p><p>10 Grimlocks with a small treasure.</p><p></p><p><strong>Room XVII: Trash Heap</strong></p><p></p><p>The grimlocks use this as a larder/trash heap/latrine. It's pretty rank.</p><p></p><p><strong>Room XVIII: Cave Serpent</strong></p><p></p><p>This room has a small underground lake. The flow off water in this room is slower, and characters can swim normally. On the west side is a rocky, muddy area above the water. In the lake is a cave serpent. Treat it as a behir, with no climb speed, but a 50 foot swim speed and amphibious. Change the lightning breath to a water jet with the same statistics but doing bludgeoning damage.</p><p></p><p>At the X is where the cave serpent keeps it's very high treasure. At the O is a hatch in the bottom of the lake. Opening it sucks in a bunch of water and forces it closed again. It is a DC 15 reflex save not to get sucked down with the water, dropping you 30 feet to Level 4, Room II. If you make the reflex save it is a DC 25 Athletics check to keep the hatch open (flooding the room below).</p></blockquote><p></p>
[QUOTE="ichabod, post: 9079433, member: 1257"] Finished level 3 today. I did one room of level 4, but I'm waiting to post that til next week. [ATTACH type="full"]291147[/ATTACH] [B]Room VI: Haste Sand[/B] The floor in the hallways leading up to this room is sandy, and so is the floor in this room. Any space that is not within 5 feet of a wall is quicksand (DMG p.110). However this is quicker than usual sand, and character's sink 1d6+1 feet on their first turn, and 1d6 feet each turn after that. [B]Room VII: Come and Get It[/B] There is a shaft here, 20 feet up in the ceiling. It goes 50 feet up to Level 1 Room XVIII. Underneath it is a statue holding a stone chest above it's head. If someone tries to climb and get to the chest, it gets a surprise slam attack with advantage and double damage. If they attack it, it can throw the chest as an attack. Treat it as a slam attack but with a range of 20/60. You must use detect magic or another divination spell to tell it is a golem, no skill check can figure it out. There is a high treasure in the chest, but it is DC 20 to pick the lock and DC 20 Athletics to force the chest open after it is unlocked (it is stuck closed). The chest is small enough that there is no way another person can help with the Athletics check. [B]Room VIII: Stone Cold Empty[/B] This cave is intentionally left empty. [B]Room IX: Alice was Here[/B] Creatures entering this cave are subject to a reduce spell for one hour. If they are searching for tracks and succeed on their roll, they will see very small basilisk prints right before they enter the room. [B]Room X: Mites or Tights[/B] This cave is damp, and has multiple stalagmites and stalactites. These formations are very fragile and sensitive to sound. Anyone talking or failing a DC 12 Stealth check in this room has a stalactite fall on them (+5 attack, 1d6 piercing damage). There are three dead adventurers in this room. A search of the bodies results in a low treasure. [B]Room XI: Glare Gang[/B] Three basilisks are in here. No treasure. [B]Room XII: Weakness[/B] The banks of the river here are fake, and are designed to dump people in the river. Any jumps over the river that don't clear by 5 feet on both sides dump people into the river (DC 15 Dexterity save to grab the edge and pull yourself up). The fake edges are DC 15 Perception to find. The area cutoff by the river has a cairn. Inside the cairn is a dwarven skeleton with a medium treasure. [B]Room XIII: Won't You Come In?[/B] There is an enchantment on this room that casts a suggestion to take a swim on anyone entering the room (DC 15 Wisdom save). There is also as shaft here leading up to the eastern Hallway XIV on level three. When the river flows out of here, it starts to go down a slope and eventually a water fall dropping 10 feet to Level 4, Room I. [B]Room XIV: Whoa There[/B] There are skeltons in the middle of the room, and treasure can be seen laying amongst them. Every five feet you go into the room costs an extra five feet of movement. You are already at 10 for 5 because of the level's environmental effects. So going 5 feet into the room takes 15 feet of movement, the next 5 feet takes 20 feet of movement, and so on. If you ever have to move your full speed to go 5 feet, you get stuck and can't back out. The treasure in the room is a medium treasure. [B]Room XV: Sandstorm[/B] This room has a sandy floor. Moving into the room causes a sand storm, making the room heavily obscured. When this happens the grimlocks from XVI will come in and try to attack the characters. [B]Room XVI: Grimlocks[/B] 10 Grimlocks with a small treasure. [B]Room XVII: Trash Heap[/B] The grimlocks use this as a larder/trash heap/latrine. It's pretty rank. [B]Room XVIII: Cave Serpent[/B] This room has a small underground lake. The flow off water in this room is slower, and characters can swim normally. On the west side is a rocky, muddy area above the water. In the lake is a cave serpent. Treat it as a behir, with no climb speed, but a 50 foot swim speed and amphibious. Change the lightning breath to a water jet with the same statistics but doing bludgeoning damage. At the X is where the cave serpent keeps it's very high treasure. At the O is a hatch in the bottom of the lake. Opening it sucks in a bunch of water and forces it closed again. It is a DC 15 reflex save not to get sucked down with the water, dropping you 30 feet to Level 4, Room II. If you make the reflex save it is a DC 25 Athletics check to keep the hatch open (flooding the room below). [/QUOTE]
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