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How to spice up this chimera/trap encounter?
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<blockquote data-quote="Quickleaf" data-source="post: 6966661" data-attributes="member: 20323"><p>[MENTION=4937]Celebrim[/MENTION] [MENTION=80982]pdzoch[/MENTION] [MENTION=29387]Askaval30[/MENTION] [MENTION=284]Caliban[/MENTION] [MENTION=20564]Blue[/MENTION]</p><p></p><p>Thank you guys very much for your feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've adapted a lot from your ideas and re-written the room. Would love to hear your critique and feedback.</p><p></p><p>-------------</p><p></p><p><span style="color: darkorange"><strong>#2. Guardian Room (revised)</strong></span></p><p><span style="color: darkorange">[SECTION]Beyond the door is a room lined with mosaics running the floor and walls, only occasionally interrupted by marble beneath. The geometric patterns in hues of yellow, orange, and red resemble flames spiraling toward the center of the floor. Designs of serpents, lions, and rams emerge from the flames, even as geometric man-like figures fall into the spiral of flames. Perhaps the room measures 40’ x 30’ but it’s hard to be certain because of the disorienting design of the mosaics. At the far side is a hammered copper door.[/SECTION]</span></p><p><span style="color: darkorange"></span></p><p><span style="color: darkorange">Visual reference for mosaic: <a href="https://s-media-cache-ak0.pinimg.com/736x/ec/c5/3c/ecc53c462b5ceaac3eb5bb074245563f.jpg" target="_blank">https://s-media-cache-ak0.pinimg.com/736x/ec/c5/3c/ecc53c462b5ceaac3eb5bb074245563f.jpg</a> </span></p><p><span style="color: darkorange"></span></p><p><span style="color: darkorange">A 20’ wide strip of mosaic running through the center of the room perpendicular to the PCs’ entrance is a trigger for a summoning trap should anyone not wearing a <em>ring of returning*</em> step on that section of the mosaic. When triggered, the trap does three things:</span></p><p><span style="color: darkorange"></span></p><ul> <li data-xf-list-type="ul"><span style="color: darkorange">It seals the door the PCs entered from while casting <em>arcane lock</em> on it.</span></li> <li data-xf-list-type="ul"><span style="color: darkorange">It begins summoning Khaahaje, a <strong>chimera</strong> (see below), which takes 1 full round to complete as it emerges from the mosaic.</span></li> <li data-xf-list-type="ul"><span style="color: darkorange">It creates a magnetic pull drawing PCs toward the center of the room during the round the summoning occurs. Each PC in the room must make a DC 17 Strength saving throw (auto-succeed if anchored with rope, disadvantage if wearing metal armor) or be pulled 30 feet towards the center of the room. A PC starting its turn in the center of the room when the chimera summoning finishes must make a DC 17 Charisma saving throw or vanish and find its consciousness trapped inside the chimera. No more than 3 PCs can be absorbed into the chimera this way (each gaining a CE persona while absorbed and controlling/speaking for a different head). Reducing the chimera to 0 hit points frees any “trapped” PCs, as does immersing the chimera in the White Flame, or casting <em>dispel evil and good</em> on the chimera.</span></li> </ul><p></p><p><span style="color: darkorange">Khaahaje is a conversationally intelligent chimera with an elemental nature (e.g. for the purposes of <em>protection from evil and good</em>), and the heads of a hooded cobra, ram, and giant caracal. Fused from three creatures by Anzar in the White Flame, Khaahaje was forced into servitude which it resents, but at least it gets to slake its bloodlust. Khaahaje fears Anzar too much to act against him directly. </span></p><p><span style="color: darkorange"></span></p><p><span style="color: darkorange"><strong>Khaahaje:</strong> {5e specific monster boosts, mostly defensive in nature relating to the White Flame} Maximum HP (168). Damage resistance to fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons. CR 9 (5,000 XP). </span></p><p><span style="color: darkorange"></span></p><p><span style="color: darkorange">If reduced to 0 hit points, Khaahaje is merely un-summoned, not killed. Each time Khaahaje is summoned it has full hit points, and randomly determines the damage its breath weapon deals (1d4: 1-acid, 2-fire, 3-poison, 4-radiant).</span></p><p></p><p>-------------</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6966661, member: 20323"] [MENTION=4937]Celebrim[/MENTION] [MENTION=80982]pdzoch[/MENTION] [MENTION=29387]Askaval30[/MENTION] [MENTION=284]Caliban[/MENTION] [MENTION=20564]Blue[/MENTION] Thank you guys very much for your feedback :) I've adapted a lot from your ideas and re-written the room. Would love to hear your critique and feedback. ------------- [color=darkorange][B]#2. Guardian Room (revised)[/B] [SECTION]Beyond the door is a room lined with mosaics running the floor and walls, only occasionally interrupted by marble beneath. The geometric patterns in hues of yellow, orange, and red resemble flames spiraling toward the center of the floor. Designs of serpents, lions, and rams emerge from the flames, even as geometric man-like figures fall into the spiral of flames. Perhaps the room measures 40’ x 30’ but it’s hard to be certain because of the disorienting design of the mosaics. At the far side is a hammered copper door.[/SECTION] Visual reference for mosaic: [url]https://s-media-cache-ak0.pinimg.com/736x/ec/c5/3c/ecc53c462b5ceaac3eb5bb074245563f.jpg[/url] A 20’ wide strip of mosaic running through the center of the room perpendicular to the PCs’ entrance is a trigger for a summoning trap should anyone not wearing a [I]ring of returning*[/I] step on that section of the mosaic. When triggered, the trap does three things: [list][*]It seals the door the PCs entered from while casting [I]arcane lock[/I] on it. [*]It begins summoning Khaahaje, a [B]chimera[/B] (see below), which takes 1 full round to complete as it emerges from the mosaic. [*]It creates a magnetic pull drawing PCs toward the center of the room during the round the summoning occurs. Each PC in the room must make a DC 17 Strength saving throw (auto-succeed if anchored with rope, disadvantage if wearing metal armor) or be pulled 30 feet towards the center of the room. A PC starting its turn in the center of the room when the chimera summoning finishes must make a DC 17 Charisma saving throw or vanish and find its consciousness trapped inside the chimera. No more than 3 PCs can be absorbed into the chimera this way (each gaining a CE persona while absorbed and controlling/speaking for a different head). Reducing the chimera to 0 hit points frees any “trapped” PCs, as does immersing the chimera in the White Flame, or casting [I]dispel evil and good[/I] on the chimera.[/list] Khaahaje is a conversationally intelligent chimera with an elemental nature (e.g. for the purposes of [I]protection from evil and good[/I]), and the heads of a hooded cobra, ram, and giant caracal. Fused from three creatures by Anzar in the White Flame, Khaahaje was forced into servitude which it resents, but at least it gets to slake its bloodlust. Khaahaje fears Anzar too much to act against him directly. [B]Khaahaje:[/B] {5e specific monster boosts, mostly defensive in nature relating to the White Flame} Maximum HP (168). Damage resistance to fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons. CR 9 (5,000 XP). If reduced to 0 hit points, Khaahaje is merely un-summoned, not killed. Each time Khaahaje is summoned it has full hit points, and randomly determines the damage its breath weapon deals (1d4: 1-acid, 2-fire, 3-poison, 4-radiant).[/color] ------------- [/QUOTE]
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