The Windy Room
Found in a temple built by elemental wizards, the Windy room was a square room with 60 ft long walls. There was no roof or "floor" (the chamber went up out the top of the temple, and went down... well I never did decide what was at the bottom, but it was probably a REALY long drop). Howling winds rip through chaimber. there were 4 arches comming out of the walls that gave the impression of 4 about 25 feet from the wall. These were linked by an open square shaped series of walkways. a single walkway ran from the platforms to the entrance, while on the opposite side was another platform leading to a small stone balcony with a pedistal (insert quest item here).
The walkways are so narrow that two people cannot pass eachother without making a balance check. the howling winds give a -10 penalty to listen checks, and anyone using a fly spell within the chamber must make a Ref save each round (DC 20) or be smacked up against a wall (3d6 damage), Fly movement is also reduced to 10 feet per round, ranged weapons are treated as though they had a range of 5 feet.
Add Air Elementals (who are immune to the winds) and have fun.
Cavern of the Warriors
long cavern 80 ft by 20 ft. filled with terracotta warriors. as the party reaches the midpoint the terracotta warriors come alive (treat as constructs). though the terracotta warriors are individualy easy to kill each time one is smashed it creates a cloud of clay dust, this first hampers vision, but after the 15th is killed the PC's have to start making Fort saves or take penalties to their actions (cumulative -1s)
Found in a temple built by elemental wizards, the Windy room was a square room with 60 ft long walls. There was no roof or "floor" (the chamber went up out the top of the temple, and went down... well I never did decide what was at the bottom, but it was probably a REALY long drop). Howling winds rip through chaimber. there were 4 arches comming out of the walls that gave the impression of 4 about 25 feet from the wall. These were linked by an open square shaped series of walkways. a single walkway ran from the platforms to the entrance, while on the opposite side was another platform leading to a small stone balcony with a pedistal (insert quest item here).
The walkways are so narrow that two people cannot pass eachother without making a balance check. the howling winds give a -10 penalty to listen checks, and anyone using a fly spell within the chamber must make a Ref save each round (DC 20) or be smacked up against a wall (3d6 damage), Fly movement is also reduced to 10 feet per round, ranged weapons are treated as though they had a range of 5 feet.
Add Air Elementals (who are immune to the winds) and have fun.
Cavern of the Warriors
long cavern 80 ft by 20 ft. filled with terracotta warriors. as the party reaches the midpoint the terracotta warriors come alive (treat as constructs). though the terracotta warriors are individualy easy to kill each time one is smashed it creates a cloud of clay dust, this first hampers vision, but after the 15th is killed the PC's have to start making Fort saves or take penalties to their actions (cumulative -1s)