Falling Rocks - Traps

Falling Rocks
Hazard
Level 13 Lurker
XP 800

The caves rumble and shake, and suddenly rocks rain down from the ceiling above.

Hazard: A shower of rocks comes down in certain parts of the cave, as shown on the map.Perception✦     DC 18: A telltale amount of dust and pebbles sprinkles down from cracks in the cave's ceiling.✦     DC 23: You notice faint sketches scrawled on the walls of the cave's central column of rock. The sketches seem to form some kind of symbols, but you have a hard time staring at them for too long.Dungeoneering✦     DC 18: You recognize the unstable nature of the cracked and pitted ceiling, and you feel a slight shaking in the ground beneath your feet.Initiative +2AttackStandard Action      Area Special
Target: Each creature in areaAttack: +14 vs. ReflexHit: 1d10+6 damage, and the target is dazed (save ends).Special: Each round, on the hazard's initiative count, roll a d6 to determine which zone or zones the rocks fall in during that round. The rocks attack each creature in each affected zone.Countermeasures✦     Arcana DC 18 or Religion DC 23 or Thievery DC 18: If a character spots the symbols on the central column, he or she can attempt a skill challenge to identify them and break the enchantment that has instigated this hazard.

Each turn, if a character is adjacent to a symbol scrawled on the wall, that character can make a skill check to disrupt the magic imbued within the symbol. A failure on any check causes the hazard to immediately attack, as described above.

If the characters achieve 4 successes before they get 3 failures, the cave stops rumbling and the hazard no longer functions.

If the characters fail the skill challenge, the hazard remains and the damage increases to 2d10 + 6. After an hour, the characters can attempt to disrupt the magical hazard again.

Published in Dungeon Master's Guide 2, page(s) 218.