Collaborative Cave!

der_kluge

Adventurer
Raven Crowking said:
Room 9 is going to be the dragons' treasure hoard, right? I am notoriously stingy. :lol:

OTOH, if someone was willing to itemize the hoard, I'd be more than willing to write the description. :)


I've already listed out what is in the dragon's hoard in the room description for room #8.
 

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der_kluge

Adventurer
Room #9. Forgotten Treasure (EL 10)

The wall spins open on its axis to reveal a natural staircase that climbs gently upward. Moving cautiously into the room you hear something lumbering down the stairs slowly towards you, making no attempt at being quiet.

Note that this room is under the effects of a permanent nondetection.

This room contains a clay golem. The golem was created to guard this chamber hundreds of years ago, and has remained vigilant ever since. It was created as a guardian to protect a treasure - a Princess from a nearby land, who is currently imprisoned in temporal stasis in a Bag of Holding at the top of the chamber.

The golem will attack anyone entering area 9, but will never leave area 9, and never moves beyond the secret door to his lair. The dragons discovered the golem years ago, but quickly discovered that they were no match for it. Not only that, what little damage they managed to deliver to the creature, was quickly eliminated when they breathed acid on it, healing it back to full and then some.

Clay Golem
Size/Type: Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Alignment:[/b] Neutral

This golem has a humanoid body made from clay. It is essentially a featureless humanoid shaped blob lacking any real distinct features. It looks as if it was made by either an amateur, or was done in haste.

A clay golem golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.

Combat The Clay golem will viciously, and mindlessly attack anyone entering his secret chamber. The golem will continue attacking the first target it spots until either it or the target is destroyed.

Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


At the top of this chamber lies a small plain cloth bag on the floor. This is a Type I Bag of Holding. Inside this bag is a young female dressed in a rather revealing blue silk negligé. This is Princess Alaria. She is a very attractive, 19 year old princess from a nearby land from 875 years ago. Her family was at war with a neighboring kingdom, and assassins from the warring kingdom made their way into her bedroom in the middle of the night, where they cast a temporal stasis on her as she slept. There, they stowed her in a Bag of Holding, and escaped into the darkness. They left her in this chamber, crafted a crude secret door, and hastily created a Clay Golem guardian. Wizards then placed a permanent nondetection into the chamber to prevent any scrying attempts. The Kingdom who captured her intended to ransom her to their enemies for her safe return, but Alaria's father, King Reginald flew into such a rage, that he ordered a full out assault on the neighboring kingdom and killed everyone in that kingdom. Unfortunately, the assault was so brutal and swift that those who actually knew where Alaria was, were destroyed in the initial attack. Reginald spent his remaining years scouring the countryside searching for his beloved daughter. He was eventually eaten by an ancient Black dragon some 30 years after her capture.


Princess Alaria
Female Human Ari2/Wiz4/Clr2

CR: 7; HP: 39 (2d8+4d4+2d8+8); AC: 13 (+3 Dex; 13 Touch); BAB: +3 (+4, -1 Str)
Movement: 30'; Init: +2 (+2 Dex)
Saves: Fort +5 (+4 +1 Con), Ref +3 (+1 +2 Dex), Will +13 (+10 +3 Wis)
Str 9, Dex 15, Con 12, Int 17, Wis 16, Cha 17; AL: LG

Skills:
Concentration +11 (+10 ranks, +1 Con),
Diplomacy +15 (+8 ranks, +2 Negotiator, +2 Synergy, +3 Cha),
Gather Information +7 (+4 ranks, +3 Cha),
Handle Animal +7 (+4 ranks, +3 Cha),
Knowledge (Heraldry) +11 (+8 ranks, +3 Int),
Knowledge (Nobility) +13 (+10 ranks, +3 Int),
Knowledge (History) +13 (+10 ranks, +3 Int),
Ride +8 (+4 Ranks, +2 Synergy, +2 Dex),
Sense Motive +10 (+5 ranks, +2 Negotiator, +3 Wis),
Spellcraft +13 (+10 ranks, +3 Int)

Feats: Leadership, Negotiator, Spell Focus (Enchantment), Weapon Finesse (light mace)

Special Abilities: Scribe Scroll, Summon Familiar, Turn Undead
Languges Spoken: Common, Elven, Draconic, Celestial
Clerical Spells per Day: 0: 4, 1st: 3+1
Clerical spells prepared: None
Domains: Knowledge, Protection
Wizard Spells per Day: 0: 4, 1st: 4, 2nd: 3
Wizards spells prepared: 0: Daze, Dancing Lights, Detect Magic, Read Magic; 1st: Charm Person (x2), Unseen Servant, -empty-; 2nd: Invisibility, Touch of Idiocy, -empty-

Possessions: Alaria only possesses that which she was wearing in her sleep - a full length silk negligé.

Alaria has no familiar. Her former familiar (a cat named Tigress) died long ago. Assign Alaria a deity appropriate to your world. Because Alaria was captured in her sleep, she had not prepared her spells for the following day, and thus has no divine spells prepared.

PCs can recognize Alaria's condition with a DC 20 Spellcraft check. A dispel magic or freedom spell can remove Alaria from her condition - who will immediately awake from a calm peaceful sleep, not knowing that she's 875 years removed from her deceased family.

Note: Feel free to tailor Alaria specific to your campaign setting. She could also be a way to introduce a new NPC or even a new PC into your group. Alaria will be immediately terrified of her surroundings, and infinitely scared and horrified once she eventually learns of her present state. Sages (DC 25 Knowledge (History)) will know of the tragedy that is her past.
 
Last edited:


der_kluge

Adventurer
Thanks!

I finished updating it.

Let me know if anyone sees anything wrong with it. The Princess was a tad on the complex side, so I might have missed something.
 


der_kluge

Adventurer
Conaill said:
Ditto! :)

"WTF - what are we gonna do with her? Can't eat her, can't sell... Hey guys, I have an idea!" ;)


Except that you can't harm or modify said individual under the effects of the stasis. :) Nice try.
 

Conaill

First Post
der_kluge said:
Except that you can't harm or modify said individual under the effects of the stasis. :) Nice try.
Doesn't mean you can't sell her off to the highest bidder. I'm not sure how much you can have your way with someone who is in temporal stasis, but I bet you can at least undress her and put her on display in your bed chamber! :] :lol:

Hey, it's not as if she's gonna *remember* any of this, right? ;)
 

Conaill

First Post
Man, wouldn't that make for a great start of a campaign?

"Last thing you remember, Evillord the Cruel was casting a spell at you and you felt time coming to a standstill. Next thing you know - you are naked, and a kindly priest has just released you from your stasis and told you that 1000 years have passed. Three other naked bodies lie on biers next to you, in rigidly frozen poses. You feel somehow... sticky... all over." :lol:
 


der_kluge

Adventurer
With the golem's damage not being able to be healed, and given that the dragon's breathe acid - which would heal any damage it would have done, I suspect that unless there is a healer in this cave, the dragon (at least the older one) would still bear scars from that battle to this day, since that damage doesn't heal naturally.

Was someone putting a shaman in here somewhere?
 

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