Fungus Pit
Hazard
Level 13 Obstacle
XP 800

An open pit 10 feet deep and 30 feet long fills the passageway ahead, a thick layer of dripping yellow-green fungus covering its floor.

Hazard: The ruin of an ancient trap is made more deadly by the presence of a hazardous mold.Perception     DC 18: Nearly hidden beneath the fungus, a field of widespaced rusted spikes thrusts up from the floor of the pit.Trigger       The hazard attacks when a creature moves into the fungus field, or when a creature fails an Athletics check as indicated in “Countermeasures.”
AttackOpportunity Action      Melee
Target: Each creature in the pit when the hazard is triggered.Primary Attack +16 vs. FortitudeHit: The fungus erupts as a cloud of toxic spores: 4d8 poison damage, and the target is knocked unconscious (save ends). An unconscious character in the pit falls prone, whereupon the spikes make a secondary attack.    Secondary Attack: +18 vs. AC (an unconscious target takes a –5 penalty to AC); 2d10 damage. On a critical hit, the target also loses a healing surge.Special       The spikes and fungus make the bottom of the pit difficult terrain. The fungus is impervious to damage and is too wet to burn.
    The characters receive the XP award after all of them traverse the pit and exit this location. They do not earn an additional reward for visiting this location more than once.
Countermeasures     Before entering the pit, a character can announce the intent to hold his or her breath. Doing so grants a +2 bonus to Fortitude against the hazard’s primary attack.
     With a running start, a character can make a DC 30 Athletics check to jump the pit. On a failed check, a character falls prone in the pit, taking 3d10 damage and triggering the hazard.
     A character can make a DC 25 Athletics check to climb the walls above the pit. On a failed check, a character falls prone in the pit, taking 2d10 damage and triggering the hazard.
     A character can attempt to cross the pit on a rope, but the corridor offers nowhere to anchor it. Two characters on opposite sides of the pit can anchor a rope for a character to pull himself or herself across. Each anchoring character makes a DC 13 Athletics check; the moving character makes a DC 18 Athletics check. If any character fails a check, the moving character falls prone in the pit, taking 2d10 damage and triggering the hazard.
     A character can make a DC 20 Athletics check to climb out of the pit.

Published in Tomb of Horrors, page(s) 70.