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Stealing Stones: Collapsing Tunnel

After finding the right entryway to the Amber Roads the adventurers start a long trek through the planar byways that lasts at least 1d4+2 days. A DC 15 Survival check each day (using the Shlyappa ore as a focus) keeps the PCs from getting lost, though if they acquired the improved amber attenuator no check is required. Each day there is a 30% chance the party comes across an amber slide hazard.

collapsing tunnel 2Amber Slide CR 4
Amber slides are areas of Amber Road that have been worn smooth on a molecular level. This is a boon for dwarves, Small-sized creatures, and creatures of the earth subtype, granting them a +5 ft. bonus to their base speed.
Medium-sized creatures have a tough time with amber slides and need to make a DC 14 Acrobatics check every minute to avoid falling prone, sliding down the tunnel at their base speed +10 ft. for every turn they are sliding; in combat this check needs to be made every round. Sliding creatures are unable to choose the direction of their movement and are limited to a standard action and swift action each turn, but can make a Reflex save (DC 14 + 2 per previous save) to stop sliding as a standard action. A failure on this check leaves a sliding creature prone and increases their base speed by double what it increased on the previous turn. After 15d20 feet an amber slide ends in a sharp turn that acts as a dead stop, dealing 1d8 bludgeoning damage for every 50 ft. of the sliding creature’s speed when they hit into it.
A monk’s slow fall talent can be used to slow their descent down an amber slide, but feather fall does not. Noticing an amber slide requires a DC 16 Knowledge (planes) check.

When the party is on the last day of their journey across the Amber Roads, a pair of schewerka burrow out of the walls to assault them! The magical beasts flank the adventurers and attack from both sides of the tunnel in a section that is 5 ft. high, 5 ft. across, and long enough to encapsulate all of the PCs. However, this particular passage crosses over a magma channel in the Underworld of Aventyr, making its walls weak and brittle.

collapsing tunnel 1Attacks that miss by -5 or more hit the collapsing tunnel’s walls (hardness 5, 2 hit points per square inch); when broken, the collapsing tunnel creates a lava spout in that 5 ft. square. Creatures in that square need to make a Reflex save (DC 10 + 2 per previous check) each round as the lava spout widens to completely fill the square over the course of 1d6 rounds; failure on this check puts a creature in the lava. Once a lava spout has filled a square, it begins to fill an adjacent square but every time they widen, there’s a 20% chance a lava spout turns into completely smooth amber (DC 14 Acrobatics check or a creature on a completely smooth square goes prone).

Lava deals 2d6 fire damage per round of exposure, though creatures that fall prone in a square filled by a lava spout become half-immersed and take 10d6 fire damage per round. Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 5d6 points per round).

After the combat is over a DC 15 Perception check locates the hidden entrance to the lair of the creatures; only a few bits and pieces of chewed up armor remain, but tucked into the back corner (found with a DC 18 Perception check) is a razor bowler [Magic Item Monday! -MM].

 

5E Rules

Avoiding becoming lost on the Amber Roads requires a DC 9 Wisdom (Survival) check each day.

Medium-sized creatures that fail a DC 10 Dexterity (Athletics) check fall prone and begin sliding in an amber slide. They continue to slide each round with a DC 12 Dexterity saving throw.

Noticing an amber slide requires a DC 10 Knowledge (planes) check.

Avoiding a lava spout is a Dexterity saving throw (DC 8 + 1 per previous check).

Moving on completely smooth amber requires a DC 10 Dexterity saving throw.

Finding the schewerka lair requires a DC 12 Wisdom (Perception) check and discovering the razor bowler requires a DC 15 Intelligence (Investigation) check.

 

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