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.