Undulating Walkways (Elite)
Level 24 Elite Obstacle
XP 12100

These walkways are composed entirely of bone magically fused together. Waist high balustrades crafted from thigh bones run along the walkways. Far below, the jagged rocks of the cavern floor wait to greet anyone unfortunate enough to fall from the walkway.

Hazard: Crafted as an obstacle to prevent access to Irfelujhar’s personal chambers, the walkways are semi-sentient and react to the touch of creatures not uttering the passphrase.Perception     DC 32: The character notices that the walkways are gently rocking as if someone had just walked across them.Religion     DC 28: The character’s knowledge provides a +2 bonus to Thievery checks to disable the walkways.Initiative +8TriggerThe walkways activate when a creature that does not utter the passphrase reaches the midpoint of the chamber. When this happens, individual bones in the pathway flex and undulate, making movement difficult (it costs 2 extra squares of movement to enter a square containing walkway while the pathway is reacting).AttackStandard Action      Melee 0
Targets: The two characters on the walkway closest to the southeastern exit.Attack: +29 vs. ReflexHit: The character slides 1 square.Miss: Miss: The character is slowed (save ends).Countermeasures     Thievery DC 36: A character on the walkway can disable the walkway with a successful check. The walkway reactivates if a living creature remains or steps on it after 1d4 + 1 rounds.
     Turn undead disables the walkway for 1d4 + 1 rounds.
     A character can attack a square of walkway (AC 30, other defenses 27, hp 30). If the square is destroyed, any creature on it or an adjacent square falls onto the rocks below (normal save applies).

Published in Dungeon Magazine 171, page(s) 77.