Level 13 Lurker
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.