The Points of Light Campaign (D&D 4e)
Trap- Howling Pillar (03)
Blaster 3
Description:
Howling Pillar
Level 3 Blaster
Trap
XP 150
The PCs must advance through these connected chambers,
overcome the effects of the howling pillars, and
defeat the protecting demons to claim the bell of fury’s calling,
one of the items they need to complete the ritual to
reach the inner sanctum.
Trap: As soon as the PCs enter the room, have them roll initiative.
The pillars have an initiative of 1. On the pillars’ turn,
roll 1d6 to determine their action. They each perform the
same action on a turn.
Initiative: NA (see above)
Trigger
On the pillars’ turn,
roll 1d6 to determine their action. They each perform the
same action on a turn.
Attack #1 Maddening Babble
The figures within the pillars open their mouths and unleash
a chorus of disturbing howls and shrieks.
Standard Action - Close burst 3
Target: All creatures in the burst
Attack: +7 vs. Will
Hit: the target takes a –2 penalty to attack rolls and all defenses until the end of his or her next turn.
Target: All creatures in the burst
Attack: +7 vs. Will
Hit: the target takes a –2 penalty to attack rolls and all defenses until the end of his or her next turn.
Attack #2 Hungry Maws
The figures within the pillars bite at creatures near them.
Standard Action - Close burst 1
Target: All creatures in the burst
Attack: +8 vs. AC
Hit: 2d6 + 2 damage, and creatures gain a +2 power bonus to attack rolls against the target until the end of the pillars’ next turn.
Target: All creatures in the burst
Attack: +8 vs. AC
Hit: 2d6 + 2 damage, and creatures gain a +2 power bonus to attack rolls against the target until the end of the pillars’ next turn.
Attack #3 Grasping Arms
The figures within the pillars reach out to grab those near
them.
Standard Action - Close burst 2
Target: All creatures in the burst
Attack: +7 vs. Ref
Hit: the target is grabbed (until escape). The pillars’ Fortitude and Reflex defenses are both 18.
Target: All creatures in the burst
Attack: +7 vs. Ref
Hit: the target is grabbed (until escape). The pillars’ Fortitude and Reflex defenses are both 18.
Attack #4 Baleful Eyes
The eyes of the figures within the pillars glow with a terrifying
energy.
Standard Action - Ranged 5
Target: One creatures in range
Attack: +7 vs. Will
Hit: the target is pushed 3 squares.
Target: One creatures in range
Attack: +7 vs. Will
Hit: the target is pushed 3 squares.
Attack #5 Acid Burst
The figures within the pillars open their mouths and unleash
streams of acid.
Standard Action - Close burst 3
Target: All creatures in the burst
Attack: +7 vs. Ref
Hit: 3d6 acid damage.
Target: All creatures in the burst
Attack: +7 vs. Ref
Hit: 3d6 acid damage.
Attack #6 Screaming Warp
The air around the pillars warps as the figures within the pillars
scream in rage.
Standard Action - Close burst 3
Target: All creatures in the burst
Attack: +7 vs. Will
Hit: the target is teleported to an unoccupied space adjacent to a randomly determined pillar. Roll 1d6 to determine the pillar and 1d8 to determine the square.
Target: All creatures in the burst
Attack: +7 vs. Will
Hit: the target is teleported to an unoccupied space adjacent to a randomly determined pillar. Roll 1d6 to determine the pillar and 1d8 to determine the square.
Countermeasures
♦ Characters can attack the pillars (AC 6, Fortitude 18,
Reflex 16), but the pillars instantly regenerate. They are
creations of Baphomet and cannot be destroyed.