Introduction: A room designed to put PCs at a significant disadvantage against an enemy that they can’t simply “engage” as normal.
Setting/System: This one is pure fantasy. I’ve written it with slightly divine elements, but in a setting with no divine magic, the effects could easily be purely arcane. This is heavily inspired by the scene where Harry gets attacked by hobs in the Dresden Files book, Small Favours – if you’re running an actual Dresden Files game, you could run this with hobs and myrk, exactly as the book (for bonus points, the three pillars are linked in some way to the Swords).
Description: The room is pitch black… ‘can’t see your hand in front of your face’ type darkness. The only things visible are three pillars of differing dimness, depending on their distance (the furthest pillar is barely perceptible). The pillars, once characters are close enough to see them properly, are covered in religious texts and blaze with incredibly bright light that quickly gets swallowed by the darkness.

Mechanics: The entire room is under a magical effect that causes any illumination to drop off much quicker than it should (a similar effect to thick smoke, but with nothing obvious in the air). Regular light sources (torches, lanterns, etc…) are effectively invisible and cast no light; the light might be visible when held right next to someone’s eye, but that’s about it. Magical light sources have varying effect; a simple light cantrip will likely function no better than a non-magical light source, while the light from a powerful magical weapon might illuminate a radius of a couple of feet.
The three pillars in the room cast such bright light that they illuminate out to around ten feet. In this radius, characters can see fairly normally, though it gets gloomier as they get further from the pillar.
PCs in the dark are unable to see anything except the three pillars. Darkvision, infravision and such like have no effect (the light attentuates so quickly that they have nothing to work off), but vision based on other senses (echolocation, tremorsense) works fine.
Encounter: The room is home to several undead creatures, who are blind and unaffected by the darkness. They will attack any living creatures in the room, but they will not come within 10 feet of the pillars, as the holy light hurts them; if their prey is by a pillar, they simply wait invisibly, just outside the radius of the light.
The creatures are not tough and are likely to go down to a solid hit; hitting them is the tricky part. Reward any vaguely logical plan to attack them in the dark; otherwise they will harry the PCs with quick hit and run attacks.
The easiest way to defeat the creatures, if you wish to allow it, is to dispel the darkness; this will allow the three pillars to blaze holy light through the room and vapourise the undead instantly. This solution shouldn’t trivialise the encounter… if one of the players comes up with it after they’ve already tried fighting the creatures though other methods and had no luck, let them do it with minimal effort; if it’s the first thing the players suggest then make them work for it, by requiring a ritual to be performed at each pillar or something.
Alternate encounter: An alternative worth noting would be to have no encounter as such. Just describe the terrifying journey from pillar to pillar and let the players react accordingly. “Something cracks under your foot… you kick it away into what sounds like a pile of bones.” “As you step into the light of the first pillar, you feel a slight tug on your ankle that instantly disappears” “You hear some footfalls on the other side of the room… probably just an echo.”