Courage, Tenacity, Faith, Desire, Scope and FocusCourage:
Feel the fear, but do it anyway. Taking on a new challenge is always scary, but that is how we grow.
Don't give up. Keep trying no matter what and you will be rewarded for it. Stoically face any failure or disappointment and move on. You can handle set backs!
Believe in yourself and that good things will happen. Roll with the punches of life, everything happens for a good reason and good things can come from somthing that seems bad at first.
You have to want good things for yourself and be willing to work hard for them.
If there is a solution to a problem, there is no need to worry, just work on the solution. If there is no solution to the problem, worrying won't help you. Accept that you are human and there are limits to what you can do or change. Graciously, and without guilt, accept help from friends and family if it is offered; yo
Kamikaze Kobold Tactical Swarm ChamberKamikaze Kobold Korps Tactical Swarm Chamber
These are special caverns used by kamikaze kobolds as perfect ambush sites. They are typically rough caverns, approximately sixty to eighty feet in diameter. The ceiling is typically low (ten to fifteen feet maximum). The important aspect to these caverns is the number of exits (typically at least eight) at various points from which kobolds can swarm in to attack. There are often holes high up on the walls and ledges from which kobold launch missiles or activate traps. Often these chambers are set with traps that can be triggered from kobolds concealed in a hidden location. These chambers are often associated with hidden kobold scout spy holes, alarm spell traps or guardian undead creatures set to alert the kobolds of approaching PCs (such as a skeleton with a gong). All of the exits off the tactical swarm chamber lead to a complex maze-network of small kobold sized
Zombies Staked to Walls ChamberZombies Staked to Wall Chamber
Golfo's minions are sometimes asked to stake dozens of zombies to the stone walls and ceiling of a chamber. This is some sort of amusing game to him. The zombies are harmless thus immobilized, but will be struggling to escape and attack any living person entering the room.
Hypnotic Rainbow Glow Crystal Geode RoomHypnotic Rainbow Glow Crystal Geode Room
This is cave, shaped like the inside of a sphere that varies in diameter from twenty to a hundred feet or more. The walls, floor and ceiling of the chamber are covered in glow crystals that vary in size from one inch to a foot in length. The glow crystals in the chamber emit a twisting pattern of subtle, shifting rainbow colors that create a constant hypnotic pattern of light in the room (as the spell). Any person entering the chamber, without his or her eyes covered, must make a Will Save DC15 or become fascinated (as hypnotic pattern spell). A victim of this effect will remain fascinated as long as he or she remains in the chamber thereafter. The effects will only wear off (as per the spell) after the person has been removed from the geode chamber. If a person makes his or her initial save, every 1d6 rounds after, they must make an subsequent save against the hypnotic pattern wi
Object Animating Orbs and Plushies AttackObject Animating Orbs and Attack of the Plushies by Adrienne Engelhardt CR9+
When the PCs come to this huge chamber, they find that the floor of the chamber has a wide, deep pit filled with dozens if not hundreds of life sized, stuffed, plush monsters. There are two or more object animating orbs in the chamber. If any PC enters the room, the orbs will begin animating the stuffed monster plushies, one by one and cause them to attack the PCs as animated objects (see the monster manual). A hidden door, switch or treasure may be hidden beneath the giant pile of plushies.
Living Orb, Object Animating Variant by Adrienne Engelhardt
Tiny Aberration (Incorporeal)
Hit Dice: 16d8 (160 hp)
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple: +6/3
Attack: Shock +16 melee touch (2d8 electricity), spell-like abilities
Full Attack: Shock +16 melee touc
Boulder Throwing Giant Skeletons ChamberBoulder Throwing Hill Giant Skeletons Chamber CR6+
This is a very large circular chamber with a ceiling forty feet above the floor. Usually the room is entered into from a shaft or stair coming up out the center of the floor. All around the circumference of the room, twenty feet up from the floor, is a deep set (ten foot deep) gallery with giant pillars. There is no visible stair or ladder leading to the gallery. The gallery has a ceiling twenty feet high. Near the ceiling of the main chamber are levitate objects as in the floating objects chamber L109. The floating objects can be mundane objects, treasure or possibly a key or chest. Hiding behind the pillars of the gallery are multiple hill giant skeletons equipped with throwing boulders. The hill giant skeletons will attack any PCs coming more than twenty feet into the chamber. Any PC passing through a pair of pillars in order to fight
Magical Fog ChamberMagical Fog Chamber
A chamber filled wall to wall, floor to ceiling with a permanent spell of the mist and fog type as if cast by a 15th level caster. Typical spells: acid fog, solid fog, obscuring mists, mind fog, or stinking cloud.
Note: This room is usually isolated from other areas of the dungeon by air tight sealed doors or maybe the PCs come up into the chamber from a completely flooded passage that they had to swim through. Oh, how evil this could be!
Rat Swarm ChamberRat Swarm Chamber
This chamber can be of almost any size and shape. The walls and floor have many holes (which lead into a maze of one to two foot wide tunnels). There may be refuse, waste, or bones in this chamber. Often, somewhere near the chamber or in it are patches of edible mushrooms. There is usually a pool or stream nearby. Any living being crossing this chamber will attack one or more rat swarms that come up from the floor or out of the walls. They may be ordinary rat swarms (CR2 mm p239), cranium rat swarms (CR2/5/11 ff p169), undead rats (template, lm p127), ephemeral swarm (CR5 mmIII p50). Golfo seems to like rat swarms and places them here and there throughout the labyrinth.
Chamber of Floating ObjectsThis is a chamber with a high ceiling (forty feet or more). Several objects are levitated near the ceiling of the chamber (permanent levitation magic that is dismissed when object is touched by living being). The objects can be mundane items, treasure or magic items. Typically, the objects are protected by flying monsters. One or more of the objects may be animated objects, as in the monster manual. Casting a targeted dispel magic on an object will cause it to fall. Sometimes one of the objects is a glass orb of filled with poisonous gas. One variation of this chamber will have all the objects fall as soon as even one is disturbed.