The room of ropes serves to hide the entrance to the private sanctuary of a low-level bard, wizard, or sorcerer, with access to animate rope and rope trick. Every square of the room contains a 15-foot length of rope knotted to a hook in the ceiling and hangs to just a few inches from the floor.
A Perception check (DC 25) is enough to immediately discover a rope that ends at the ceiling without a knot or hook (E); this is the entrance to the extra dimensional space of a rope trick spell.
Most of the other ropes have been enchanted with animate rope, one in each unlabeled space; characters in these squares must make a Reflex save (DC 12) each round to avoid being entangled as per the animate rope spell. In addition to the normal means of escape, a single rope is destroyed after 2 hp of damage, creating a safe square, free of the entangle effect. Additionally, four of the ropes (R) have been enchanted with animate object and attack those who come within reach.
The CR for the room of ropes does not include the arcane caster that may be lurking in the extra dimensional space of the rope trick spell. Add the casters CR to the rooms to get the final CR for the challenge; if you decide the caster should be immune to the ropes entangle effects, add an additional +1 CR. All ropes remain inactive until at least one PC goes into the room at least 20 feet (T), at which point both the animated ropes and the entangling ropes spring to life.
Animated Object: Knotted Rope CR 1/2
N Tiny construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception 5
AC 14, touch 10, flat-footed 12 (+1 natural, +2 size, +1 Dex)
hp 5 (1d10)
Fort +0, Ref +1, Will 5
Immune construct traits
Speed 0 ft.
Space ; Reach 5 ft.
Melee touch +2 (1d3-4 plus grab)
Special Attacks constrict (1d6)
Str 6, Dex 16, Con , Int , Wis 1, Cha 1
Base Atk +1; CMB +2; CMD 8
Feats Weapon FinesseB