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Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment
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<blockquote data-quote="der_kluge" data-source="post: 3943285" data-attributes="member: 945"><p><strong><span style="font-size: 22px">#14. Absolute Evil</span></strong></p><p>(EL 8)</p><p></p><p>The door into this room is magically locked, requiring either a <em>dispel magic</em> (DC 21) or a <em>knock</em> spell to open. In addition, the door has a number of warnings carved into it - in three separate languages - Sylvan, Celestial and Draconic. The warning phrase is repeated in each different language. </p><p></p><p>Read the following to anyone able to read any of the three languages the phrase is written in:</p><p></p><p></p><p></p><p>The room is large - 100' deep and 140' across. Mere torch light or even lantern light is insufficient to light the entire room, though one may be able to see a large circular arrangement of marble columns in the center of the chamber. The ceiling here is high - about 12'. </p><p></p><p>Hiding in the darkness in this room is an ancient evil - a Bodak. The bodak is patient, biding its time here for countless centuries. It waits for its pray to fully enter before striking from the shadows.</p><p></p><p><strong>Bodak</strong></p><p><strong>Size/Type:</strong> Medium Undead (Extraplanar) </p><p><strong>Hit Dice:</strong> 9d12 (58 hp) </p><p><strong>Initiative:</strong> +6 </p><p><strong>Speed:</strong> 20 ft. (4 squares) </p><p><strong>Armor Class:</strong> 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 </p><p><strong>Base Attack/Grapple:</strong> +4/+5 </p><p><strong>Attack:</strong> Slam +6 melee (1d8+1) </p><p><strong>Full Attack:</strong> Slam +6 melee (1d8+1) </p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks:</strong> Death gaze </p><p><strong>Special Qualities:</strong> Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight </p><p><strong>Saves:</strong> Fort +3, Ref +5, Will +7 </p><p><strong>Abilities:</strong> Str 13, Dex 15, Con --, Int 6, Wis 12, Cha 12 </p><p><strong>Skills:</strong> Listen +11, Move Silently +10, Spot +11 </p><p><strong>Feats:</strong> Alertness, Dodge, Improved Initiative, Weapon Focus (slam) </p><p><strong>Alignment:</strong> chaotic evil </p><p></p><p></p><p>In the center of the room is a skeleton in tattered robes - a dagger is plunged deep into its' sternum. This individual sacriced themselves to lure the Bodak into the room, where they promptly killed themselves upon hearing the door closing shut behind the Bodak. The skeleton's head is also wrapped up tightly with a cloth blindfold to prevent the Bodak from using its gaze attack against him.</p><p></p><p><strong>Treasure:</strong></p><p>The dagger in the skeleton is a +1 Vicious dagger.</p><p></p><p>In addition, the walls are adorned with rare works of art and tapestries which haven't seen the light of day in hundreds of years. Feel free to make these works campaign-specific and perhaps historically significant if you wish them to be more than just works of art. The value of the pieces should be at least 4,000gp.</p><p></p><p><strong>Optional Rat Bastard DM situation</strong></p><p>Given the dire warnings on the door, PCs are going to heavily prepare themselves before opening the door into this room - preparations which will likely include magical protections, enhancements and perhaps even divinations. If you're feeling particularly cruel, have the Bodak be just a bit smarter than your average Bodak. When the PCs open the room, have him wait in the south-east corner, and when they fully enter the room - have the Bodak escape! He flees through the cavern hungry for death. If its daytime, he awaits near the cavern entrance until nightfall, where he flees to the nearest village, killing hundreds with his death gaze.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 3943285, member: 945"] [b][size=6]#14. Absolute Evil[/size][/b] (EL 8) The door into this room is magically locked, requiring either a [i]dispel magic[/i] (DC 21) or a [i]knock[/i] spell to open. In addition, the door has a number of warnings carved into it - in three separate languages - Sylvan, Celestial and Draconic. The warning phrase is repeated in each different language. Read the following to anyone able to read any of the three languages the phrase is written in: The room is large - 100' deep and 140' across. Mere torch light or even lantern light is insufficient to light the entire room, though one may be able to see a large circular arrangement of marble columns in the center of the chamber. The ceiling here is high - about 12'. Hiding in the darkness in this room is an ancient evil - a Bodak. The bodak is patient, biding its time here for countless centuries. It waits for its pray to fully enter before striking from the shadows. [b]Bodak[/b] [b]Size/Type:[/b] Medium Undead (Extraplanar) [b]Hit Dice:[/b] 9d12 (58 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 20 ft. (4 squares) [b]Armor Class:[/b] 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 [b]Base Attack/Grapple:[/b] +4/+5 [b]Attack:[/b] Slam +6 melee (1d8+1) [b]Full Attack:[/b] Slam +6 melee (1d8+1) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Death gaze [b]Special Qualities:[/b] Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight [b]Saves:[/b] Fort +3, Ref +5, Will +7 [b]Abilities:[/b] Str 13, Dex 15, Con --, Int 6, Wis 12, Cha 12 [b]Skills:[/b] Listen +11, Move Silently +10, Spot +11 [b]Feats:[/b] Alertness, Dodge, Improved Initiative, Weapon Focus (slam) [b]Alignment:[/b] chaotic evil In the center of the room is a skeleton in tattered robes - a dagger is plunged deep into its' sternum. This individual sacriced themselves to lure the Bodak into the room, where they promptly killed themselves upon hearing the door closing shut behind the Bodak. The skeleton's head is also wrapped up tightly with a cloth blindfold to prevent the Bodak from using its gaze attack against him. [b]Treasure:[/b] The dagger in the skeleton is a +1 Vicious dagger. In addition, the walls are adorned with rare works of art and tapestries which haven't seen the light of day in hundreds of years. Feel free to make these works campaign-specific and perhaps historically significant if you wish them to be more than just works of art. The value of the pieces should be at least 4,000gp. [b]Optional Rat Bastard DM situation[/b] Given the dire warnings on the door, PCs are going to heavily prepare themselves before opening the door into this room - preparations which will likely include magical protections, enhancements and perhaps even divinations. If you're feeling particularly cruel, have the Bodak be just a bit smarter than your average Bodak. When the PCs open the room, have him wait in the south-east corner, and when they fully enter the room - have the Bodak escape! He flees through the cavern hungry for death. If its daytime, he awaits near the cavern entrance until nightfall, where he flees to the nearest village, killing hundreds with his death gaze. [/QUOTE]
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