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World's Largest Dungeon?
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<blockquote data-quote="jim pinto" data-source="post: 1458515" data-attributes="member: 17619"><p>you're worried about spoilers in a dungeon of 1,600 rooms?</p><p></p><p>AND you want a trap room?</p><p></p><p>sigh</p><p></p><p>here's a low-level trap room, but a particularly fun combination of effects.</p><p></p><p>i hope this doesn't give too much away</p><p></p><p>A85. Sleep Trap</p><p>The doors to this room are open.</p><p></p><p>A single raised column, five feet high, rests in the center of the room. A clear glass sphere, embedded in the stone, sits atop the column, as soft light cascades over its surface. Resting on the glass sphere and balancing on its tip is an ivory tusk, about nine inches long, and carved with faint, archaic runes. The tusk is shaped as a weapon, complete with pommel.</p><p> Two blackened octopi lie on the floor, tentacles splayed.</p><p></p><p> Initial Attitude: Hostile</p><p> Encounter: There are actually three large fiendish darkmantles (hp 13) in the room: two on the ground, and one clinging to the ceiling 30 ft. up. It is difficult to see (Spot check, DC 25) unless the PCs look up (+10 circumstance bonus to the Spot check). While exploring, the trio triggered a trap centered on the column. The two fiendish darkmantles on the ground fell victim to a flare and sleep trap that is triggered when anyone touches the tusk [dagger of venom]. The flare fills the Room with a bright flash, blinding everyone, while the sleep trap only affects the PC touching the stone. Whether the PCs successfully save against these trap effects or not, the flare negates the use of darkvision and low-light vision for 1 minute.</p><p></p><p>Flare Trap: CR 1; magic device; touch trigger; automatic reset; spell effect (flare, 5th-level wizard, all within 20 ft. are dazzled for 1 minute, DC 10 Fort save negates); Search DC 26; Disable Device DC 26.</p><p></p><p>Sleep Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (sleep, 5th-level wizard, up to 4HD of creatures fall magically asleep for 5 minutes, DC 11 Will save negates); Search DC 26; Disable Device DC 26.</p><p> </p><p> Tactics: Having avoided the sleep trap, the third fiendish darkmantle ponders what to do when the PCs arrive. Should they trigger the trap, it must save again against the flare trap, but does not lose its darkvision. If the PCs do not Spot it, allow it a 20 on its Iniative check to invoke darkness. Although it's intelligent enough to wake the other darkmantles, it does not care enough to bother.</p><p> The sleeping fiendish darkmantles awaken in 2d4 rounds. While normal noise does not rouse them, any movement within 5 ft. allows them a DC 25 Listen check and movement into a square where one lies awakens them 50% of the time. Stepping on one awakens it immediately; however, prodding it does not. Once awake, the fiendish darkmantles require a standard action to get their bearings, and then enter combat.</p><p> Although aggressive, these fiendish darkmantles do not fight to the death and being reduced to 50% or fewer starting hit points is enough to make any single darkmantle flee. Fleeing darkmantles invoke darkness to aid their escape. If healthy, they pursue fleeing PCs.</p><p> Treasure: The dagger of venom on the pedastal radiates Faint necromancy and is evil.</p><p> EL: 4</p><p> Scaling: To increase the challenge of this encounter, add darkness to the trap that triggers one round after flare. In addition, neither Turag or Boyikt have seen this trap before. To decrease the challenge, remove one fiendish darkmantle.</p><p>Fiendish Darkmantle: CR 2; Small magical beast (extraplanar); HD 2d10+2; hp 13; Init +4; Spd 20 ft., fly 30 ft. (poor); AC 17, touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5 melee (1d4+4, slam); SA Darkness, improved grab, constrict 1d4+4, smite good; SQ Blindsight 90 ft., resistance to cold and fire 5, spell resistance 6; AL NE; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 3, Wis 10, Cha 10.</p><p> Skills and Feats: Hide +10, Listen +6*, Spot +6*; Improved Initiative.</p><p> Darkness (Su): Once per day a fiendish darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.</p><p> Improved Grab (Ex): To use this ability, a fiendish darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p> If it wins the grapple check, it attaches to the opponent’s head and can constrict.</p><p> Constrict (Ex): A fiendish darkmantle deals 1d4+4 points of damage with a successful grapple check.</p><p> Smite Good (Su): Once per day a fiendish darkmantle can make a normal melee attack to deal 1 extra point of damage against a good foe.</p><p> Blindsight (Ex): A fiendish darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 ft. A silence spell negates this ability and effectively blinds the fiendish darkmantle.</p><p> Skills: A fiendish darkmantle has a +4 racial bonus on Listen and Spot checkxs. These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1458515, member: 17619"] you're worried about spoilers in a dungeon of 1,600 rooms? AND you want a trap room? sigh here's a low-level trap room, but a particularly fun combination of effects. i hope this doesn't give too much away A85. Sleep Trap The doors to this room are open. A single raised column, five feet high, rests in the center of the room. A clear glass sphere, embedded in the stone, sits atop the column, as soft light cascades over its surface. Resting on the glass sphere and balancing on its tip is an ivory tusk, about nine inches long, and carved with faint, archaic runes. The tusk is shaped as a weapon, complete with pommel. Two blackened octopi lie on the floor, tentacles splayed. Initial Attitude: Hostile Encounter: There are actually three large fiendish darkmantles (hp 13) in the room: two on the ground, and one clinging to the ceiling 30 ft. up. It is difficult to see (Spot check, DC 25) unless the PCs look up (+10 circumstance bonus to the Spot check). While exploring, the trio triggered a trap centered on the column. The two fiendish darkmantles on the ground fell victim to a flare and sleep trap that is triggered when anyone touches the tusk [dagger of venom]. The flare fills the Room with a bright flash, blinding everyone, while the sleep trap only affects the PC touching the stone. Whether the PCs successfully save against these trap effects or not, the flare negates the use of darkvision and low-light vision for 1 minute. Flare Trap: CR 1; magic device; touch trigger; automatic reset; spell effect (flare, 5th-level wizard, all within 20 ft. are dazzled for 1 minute, DC 10 Fort save negates); Search DC 26; Disable Device DC 26. Sleep Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (sleep, 5th-level wizard, up to 4HD of creatures fall magically asleep for 5 minutes, DC 11 Will save negates); Search DC 26; Disable Device DC 26. Tactics: Having avoided the sleep trap, the third fiendish darkmantle ponders what to do when the PCs arrive. Should they trigger the trap, it must save again against the flare trap, but does not lose its darkvision. If the PCs do not Spot it, allow it a 20 on its Iniative check to invoke darkness. Although it's intelligent enough to wake the other darkmantles, it does not care enough to bother. The sleeping fiendish darkmantles awaken in 2d4 rounds. While normal noise does not rouse them, any movement within 5 ft. allows them a DC 25 Listen check and movement into a square where one lies awakens them 50% of the time. Stepping on one awakens it immediately; however, prodding it does not. Once awake, the fiendish darkmantles require a standard action to get their bearings, and then enter combat. Although aggressive, these fiendish darkmantles do not fight to the death and being reduced to 50% or fewer starting hit points is enough to make any single darkmantle flee. Fleeing darkmantles invoke darkness to aid their escape. If healthy, they pursue fleeing PCs. Treasure: The dagger of venom on the pedastal radiates Faint necromancy and is evil. EL: 4 Scaling: To increase the challenge of this encounter, add darkness to the trap that triggers one round after flare. In addition, neither Turag or Boyikt have seen this trap before. To decrease the challenge, remove one fiendish darkmantle. Fiendish Darkmantle: CR 2; Small magical beast (extraplanar); HD 2d10+2; hp 13; Init +4; Spd 20 ft., fly 30 ft. (poor); AC 17, touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5 melee (1d4+4, slam); SA Darkness, improved grab, constrict 1d4+4, smite good; SQ Blindsight 90 ft., resistance to cold and fire 5, spell resistance 6; AL NE; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 3, Wis 10, Cha 10. Skills and Feats: Hide +10, Listen +6*, Spot +6*; Improved Initiative. Darkness (Su): Once per day a fiendish darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking. Improved Grab (Ex): To use this ability, a fiendish darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it attaches to the opponent’s head and can constrict. Constrict (Ex): A fiendish darkmantle deals 1d4+4 points of damage with a successful grapple check. Smite Good (Su): Once per day a fiendish darkmantle can make a normal melee attack to deal 1 extra point of damage against a good foe. Blindsight (Ex): A fiendish darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 ft. A silence spell negates this ability and effectively blinds the fiendish darkmantle. Skills: A fiendish darkmantle has a +4 racial bonus on Listen and Spot checkxs. These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks. [/QUOTE]
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