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<blockquote data-quote="jester47" data-source="post: 1398076" data-attributes="member: 2238"><p>Room 13 - A Cold Hate (created by Aaron Webb)</p><p></p><p> </p><p></p><p>Door: The Iron Door to the South is locked (unlock DC 26) Break DC 28. Hardness 10, Hit points 60.</p><p></p><p>Room: </p><p></p><p>Traps : None.</p><p></p><p>Hazard: Ice covered floor. 1/2 movement. Increase Balance and Tumble check DCs by 5. A DC 10 Balance check is required to run or charge accross an ice sheet.</p><p></p><p>Conditions: Severe Cold. DMG p.302.</p><p></p><p>Features: In the center of the room on a dias is a coffin shaped block od ice. The Floor is made of black marble as are the walls. Both the floor and the walls (in fact the surface of the whole room) is covered in ice. In the north wall there is a large 10ft tall double false door with a complete working magical lock (DC 28 unlocks, DC 32 and time trying to pick it to indentify it as having nothing to do with the door). The ice, the door and the lock are all magical and radiate a binding magic. The doors were put here to magically direct any wraith spawned in this room to the nine hells. The lock was put in the room to bind the wraith to the ice in the room. The ice was put here to bind the wraith to this execution chamber. Should the lock be unlocked, the wraith will be sucked into the nine hells by the door.</p><p></p><p>Encounter: Inside the ice sarcophagus is a wraith. Ages ago this soul was once an executioner that entered into a pact of undeath. Time and madness destroyed the soul and form of its being long ago. It remembers nothing except extinguishing the lives of the living for its master. And so the wraith waits for a time when it will once again be called upon to extinguish the lives of the hated living. Because the wraith is incorporeal it can easily leave the sarcophagus at will (really just a coffin sized block of ice) but it must stay within 5 feet of the ice (which is connected to the coffin) at all times.</p><p></p><p>Stats: <strong>Wraith</strong>, Medium Undead (Incorporeal), <strong>Hit Dice: </strong>5d12 (32 hp), <strong>Initiative: </strong>+7, <strong>Speed:</strong> Fly 60 ft. (good) (12 squares), <strong>Armor Class: </strong>15 (+3 Dex, +2 deflection), touch 15, flat-footed 12, <strong>Base Attack/Grapple:</strong> +2/-, <strong>Attack:</strong> Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), <strong>Full Attack: </strong>Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), <strong>Space/Reach:</strong> 5 ft./5 ft., <strong>SA:</strong> Constitution drain, create spawn,<strong> SQ:</strong> Darkvision 60ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, <strong>Saves:</strong> Fort +1, Ref +4, Will +6, <strong>Abilities:</strong> Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15, <strong>Skills:</strong> Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks), <strong> Feats:</strong> Alertness(B), Blind-Fight, Combat Reflexes, Improved Initiative(B)</p><p></p><p>Tactics: The wraith will attack from within the coffin anyone touching it or getting within 5ft. It will attack only from within its block of ice, the walls ceiling or floor (the floor is its favorite); moving through those to maintain its cover. When attacking from inside the block of ice, the floor, or the ceiling, the wraith has a 50% miss chance which it can reroll once if it fails because of blind fight. The wraith will begin by concentrating on the first character it is aware of. If that character dies (and gets sucked into hell) the wraith will hunt for another. Should the heros leave the room, the wraith does not follow. Should the wraith be turned it will retreat to its block of ice and will not attack for the duration of the turning.</p><p></p><p>Other Features: Aside from the ice block sarcophagus, the spheres hanging in the corners and the iron doors on the north wall there are no other features in this room. </p><p></p><p>Notes: The silver nets are worth 50gp apiece. The spheres generate the cold. Breaking all of them will allow the room to thaw, melting all ice in the room over the course of 24 hours. The sarcopahgus takes 3 days to melt completely unless other forms of heat are applied. Breaking a sphere extinguishes all flames in the room and causes 5d6 points of cold damage to anyone within 20 ft. Reflex save (DC 14) halfs. Each crystal sphere is 1ft in diameter and weighs 7 pounds. They are keyed to the room and become empty (worth 100gp each) if removed. Obviously the way to thaw out the room is to remove the spheres rather than break them. Thawing the room and melting all the ice will also send the wraith to hell via the iron doors. The scenes depicted on the doors are known as the tweleve deaths of the nine hells. Simply put they are methods of execution that damn the soul of the executed to hell and were the favorite methods used by the wraith. Anyone making a DC 21 knowledge (planes) check will know this bit of trivia.</p></blockquote><p></p>
[QUOTE="jester47, post: 1398076, member: 2238"] Room 13 - A Cold Hate (created by Aaron Webb) Door: The Iron Door to the South is locked (unlock DC 26) Break DC 28. Hardness 10, Hit points 60. Room: Traps : None. Hazard: Ice covered floor. 1/2 movement. Increase Balance and Tumble check DCs by 5. A DC 10 Balance check is required to run or charge accross an ice sheet. Conditions: Severe Cold. DMG p.302. Features: In the center of the room on a dias is a coffin shaped block od ice. The Floor is made of black marble as are the walls. Both the floor and the walls (in fact the surface of the whole room) is covered in ice. In the north wall there is a large 10ft tall double false door with a complete working magical lock (DC 28 unlocks, DC 32 and time trying to pick it to indentify it as having nothing to do with the door). The ice, the door and the lock are all magical and radiate a binding magic. The doors were put here to magically direct any wraith spawned in this room to the nine hells. The lock was put in the room to bind the wraith to the ice in the room. The ice was put here to bind the wraith to this execution chamber. Should the lock be unlocked, the wraith will be sucked into the nine hells by the door. Encounter: Inside the ice sarcophagus is a wraith. Ages ago this soul was once an executioner that entered into a pact of undeath. Time and madness destroyed the soul and form of its being long ago. It remembers nothing except extinguishing the lives of the living for its master. And so the wraith waits for a time when it will once again be called upon to extinguish the lives of the hated living. Because the wraith is incorporeal it can easily leave the sarcophagus at will (really just a coffin sized block of ice) but it must stay within 5 feet of the ice (which is connected to the coffin) at all times. Stats: [B]Wraith[/B], Medium Undead (Incorporeal), [B]Hit Dice: [/B]5d12 (32 hp), [B]Initiative: [/B]+7, [B]Speed:[/B] Fly 60 ft. (good) (12 squares), [B]Armor Class: [/B]15 (+3 Dex, +2 deflection), touch 15, flat-footed 12, [B]Base Attack/Grapple:[/B] +2/-, [B]Attack:[/B] Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), [B]Full Attack: [/B]Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), [B]Space/Reach:[/B] 5 ft./5 ft., [B]SA:[/B] Constitution drain, create spawn,[B] SQ:[/B] Darkvision 60ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, [B]Saves:[/B] Fort +1, Ref +4, Will +6, [B]Abilities:[/B] Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15, [B]Skills:[/B] Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks), [B] Feats:[/B] Alertness(B), Blind-Fight, Combat Reflexes, Improved Initiative(B) Tactics: The wraith will attack from within the coffin anyone touching it or getting within 5ft. It will attack only from within its block of ice, the walls ceiling or floor (the floor is its favorite); moving through those to maintain its cover. When attacking from inside the block of ice, the floor, or the ceiling, the wraith has a 50% miss chance which it can reroll once if it fails because of blind fight. The wraith will begin by concentrating on the first character it is aware of. If that character dies (and gets sucked into hell) the wraith will hunt for another. Should the heros leave the room, the wraith does not follow. Should the wraith be turned it will retreat to its block of ice and will not attack for the duration of the turning. Other Features: Aside from the ice block sarcophagus, the spheres hanging in the corners and the iron doors on the north wall there are no other features in this room. Notes: The silver nets are worth 50gp apiece. The spheres generate the cold. Breaking all of them will allow the room to thaw, melting all ice in the room over the course of 24 hours. The sarcopahgus takes 3 days to melt completely unless other forms of heat are applied. Breaking a sphere extinguishes all flames in the room and causes 5d6 points of cold damage to anyone within 20 ft. Reflex save (DC 14) halfs. Each crystal sphere is 1ft in diameter and weighs 7 pounds. They are keyed to the room and become empty (worth 100gp each) if removed. Obviously the way to thaw out the room is to remove the spheres rather than break them. Thawing the room and melting all the ice will also send the wraith to hell via the iron doors. The scenes depicted on the doors are known as the tweleve deaths of the nine hells. Simply put they are methods of execution that damn the soul of the executed to hell and were the favorite methods used by the wraith. Anyone making a DC 21 knowledge (planes) check will know this bit of trivia. [/QUOTE]
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