CD3: -=- THULLGRIM -=- please read last page

Trainz, is it too much to ask for you to remove the 2 statues by the doors in room #2, leaving only the 6 statues in the middle of the room? Will make my description easier.
 

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Room #2 The Iron Door
(Curtis "die_kluge" Bennett)

Opening the door, you see a room as large as the room you just left. Six statues stand, flanking the main walkway through the room to the other side. The statues and the floor are covered with a thick layer of dust and rotting cobwebs. Each looks similar to the other, though all hold aloft a
unique weapon in their right hand. An iron door on the far side of the room indicates the only obvious exit.

Features: Closer inspection of the statues reveals the following: Though each statue is adorned in a similar fashion (like soldiers of the same army), each holds a different weapon. These weapons are ornamental, and made of crude iron. Number the statues from 1-6, clockwise from the top-left. The statues each bear the following weapons:
Code:
1 sickle	2 scimitar	
3 halberd	4 flail	
5 shortspear	6 trident

Read the following when the PCs examine the door on the far side of the room.

A huge pair of 10-ft. tall double doors imposes itself upon this wall. The massive doors present a veritable cornucopia of locks and devices between the two doors. These locks and bolts run up the center of the doors all the way to the top. Each lock is unique from the other; some are very complex and some are very simple. The doors appear quite sturdy and solid, possibly made of iron, and are set within an iron frame. The surface of the doors are covered in numerous scorch marks. At the base of the doors, on the floor, lies a pile of dusty bones amidst a set of chain armor.

Features: The iron doors on the far side of the room are unusual for a number of reasons. The scorch marks were created from the statues when the trap was activated. The locks in the center of the two doors are all unique. Two locks require no skill to open. All the rest require an
Open Locks skill check to open. Four are DC 15, two are DC 20, two are DC 25, and two are DC 30. There are twelve locks total.

Treasure:[/] The bones are the remnants of a sole adventurer who did not survive this trap, and his flesh has long since eroded away. Among his belongings the PCs will find: a +1 chain shirt, a +1 ghost touch dagger, and a wand with 8 charges of magic missile (caster level 5). Additionally, among the dusty clothes that are barely held together, 15gp, 11sp, and a tarnished silver pendant with a symbol of the sun god on it.

Traps: The iron door. (Magical; triggered by action; automatic reset; 6x magic missile (6d4+4); whoever touches the door; never miss; immediate; Search DC 26; Disable Device DC special).

Anyone touching the door, either to examine the locks, or scorchings, or to listen at the door will be blasted by 6 magic missiles - one from each of the room's statues. These deals 6d4+6 points of damage with no save. If more than one person touches the doors at the same time, the statues split their targets as best they can.

Anyone casting detect magic will be able to determine that there is magic on the inside of the statues' hands, on the weapons where they are held, and on the doors. If the weapons are removed from the statues, small magical markings can be seen on the inside of the palm, and on the hilt or shaft of each of the weapons. These markings can clearly be seen with detect magic, and read with read magic.

A statue can be destroyed, though it is difficult. Each statue is made of thick marble (hardness 8; 200 hit points). Destroying a statue is very noisy, and is a sure way to alert the dungeon inhabitants to the presence of the PCs. Destroying a statue will prevent it from attacking when someone touches the door, though there is a more elegant way to circumvent the trap. Any spellcaster who casts read magic and attempts to study the palms of the statues will be able to read the magical writing. The handles of the weapons have magical writing on them as well. Each of the hands is a riddle. Solving the riddle involves finding the weapon whose answer matches the riddle. If a statue possesses its correct weapon, when the door is touched, that statue will not attack. If all statues have their correct weapon when the door is touched, all of them will cast a knock spell on the door, removing all the locks. The statues will only cast knock once, and afterwards will be deactivated.

The riddles (and answers) are as follows:
statue #1 - Always there, never enough. (time)
statue #2 - The dead remain alive. (memories)
statue #3 - The dead fear me. (life)
statue #4 - The beginning of the end. (death)
statue #5 - Afterlife. (hope)
statue #6 - The dead have more than enough. (patience)

The writing on the weapons are as follows:
scimitar - patience
flail - hope
sickle - death
shortspear - time
halberd - memories
trident - life

If any statues are destroyed, the statues that remain will cast knock on the most difficult locks first.

Encounters: none

Note: If the party does not have access to read magic and detect magic, change the writing on the statues' hands and weapons to normal writing.
 
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The above description assumes that Trainz is able to remove the 2 pairs of statues by the exits. If not, I'll have to revise the entry a bit.

And yes, the riddles are intentionally vague. ;)
 

my room

Room 8: The Chamber of Merinol. Corey "Malk" LeMoine

Door: Northern Stone Door; Hardness 8, 60 hp Unlocked

The shadowy light provided in this room stands out in stark contrast to the rest of this complex. This room is twenty five feet long and wide, with small columns white columns ringing its edge. Torches mounted in the corners of the room emit the faint light, though they provide little warmth, and even less comfort. In the center of the room lies a stone sarcophagus carved all over with the holy symbols of The Sun God, though closer inspection reveals the carvings to be mockeries of that religion. Behind the stone coffin is a statue depicting a noble elven paladin wearing a look of forlorn sadness. Suddenly from around the corner appears a horrendous creature that appears to have once been a goblin. It is hunched over and twisted into unnatural positions, its flesh is drawn tight over its bones and it screeches loudly at you.

Traps: none

Features: Features : Closer inspection of the columns (spot check DC 20, no retry) will reveal that they are very slightly transparent, and inside each one can be seen the perfectly preserved head of a human. His (her) face is contorted with absolute fright and madness. The columns are almost impossible to break through (Hardness 8, Hit points 300. The torches in the corner are ever burning torches.

Encounter: Two wights are in this room. The wight of the goblin attacks as soon as anyone enters the room and the wight of Sir Merinol takes a full round action to exit his sarcophagus unless he has been alerted to the presence of the PC's before hand.

Wight (goblin): Small Undead CR 3; HD 4d12; HP 26; Init +1; Speed 20'; AC 16 (+1 Dex,+4 natural, +1 size),touch 12, flat footed 15; Base attack +2; Grapple -1; Attack slam +4 (1d4+1+energy drain); Full Attack slam +4 (1d4+1+energy drain); Space/Reach 5 ft./5 ft; SA create spawn, energy drain; SQ darkvision 60', undead traits; AL lawful evil; Saves Fort +1 Ref +2 Will +5; Str 12 Dex 12 Con - Int 11 Wis 13 Cha 15;
Skills and Feats: Hide +8/ Listen +7; Move Silently +16, Spot +7, Alertness, Blindfight, Wights have a +8 racial bonus on Move Silently checks.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not posses any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove the negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

Sir Merinol, wight: Medium Undead CR 3; HD 4d12; HP 26; Init +1; Speed 20'; AC 23 (+1 Dex,+4 natural, +8 full plate),touch 12, flat footed 19; Base attack +2; Grapple +3; Attack slam +3 (1d4+1+energy drain), or Longsword +4 (1d8+2+1d6 holy); Full Attack slam +4 (1d4+1+energy drain), or Longsword +4 (1d8+2+1d6 holy) ; Space/Reach 5 ft./5 ft; SA create spawn, energy drain; SQ darkvision 60', undead traits; AL lawful evil; Saves Fort +1 Ref +2 Will +5; Str 12 Dex 12 Con - Int 11 Wis 13 Cha 15;
Skills and Feats: Hide +8/ Listen +7; Move Silently +16, Spot +7, Alertness, Blindfight, Wights have a +8 racial bonus on Move Silently checks.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not posses any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove the negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

Other Features: The full plate armor that Merinol wears is carved with the same profane symbols that adorns his sarcophagus. The longsword that he wields is the same sword that he had in life. +1 Holy Longsword. Note that wielding the sword bestows to negative levels on Merinol.

Notes: When this complex was being built by the followers of the Unbreathing One (an aspect of the God of death, see room 4), the elven paladin Sir Merinol gathered together a group of stalwart young lads to cleanse the land of the new evil. The ensuing battle was hard-fought, the kind of thing that becomes local legend, but in the end the paladin's cause was lost. He was captured and forced to witness the enshrinement of his band into the columns at the entrance to the complex. He was then buried alive himself, and cursed to rise as a wight and guard his tomb for eternity. At some point in the history of his unlife he managed to raise a goblin invader as servant that he thinks of as his squire. He clings to the shadow of the glory of his former life, and refuses to lay down his sword even though it wracks his undead body with radiant pain.
 
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The only thing im not sure of is wether or not I can use Pelor's name. If anyone catches any problems please let me know and suggestions welcolm too.
 
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Trainz said:
Mark told me to turn them into stat block before passing them to you. So I did them ALL, personally, in CD2 (which Shallown is currently working on). And it took a while.

Should I turn them back to the original monster manual format then ?

Mark ?

Whatever you folks think is the best way to avoid errors. :)

From my perspective, if the original person is turning it into a stat block, then the first editor is checking it against whatever source they are using, then the final editor is checking it again, that's three checks. If it doesn't get turned into a stat block until the end, it seems unlikely it will get more than copy and pasted until just the one final check.

Plus, I think there's some benefit to the contributor having a close look at all of the details of a creature while turning it into a stat block. They might pick up on a nuance they may have overlooked, or even catch a contradiction they might have otherwise missed (such as room lighting being necessary, immunities/vulnerabilities that need to be considered, some spell that might play into the interaction description, etc.)

Whatever makes this the best it can be... :)
 





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