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<blockquote data-quote="der_kluge" data-source="post: 1400474" data-attributes="member: 945"><p>Room #2 The Iron Door</p><p>(Curtis "die_kluge" Bennett)</p><p></p><p></p><p></p><p><strong>Features:</strong> 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:</p><p>[code]</p><p>1 sickle 2 scimitar </p><p>3 halberd 4 flail </p><p>5 shortspear 6 trident</p><p>[/code]</p><p></p><p>Read the following when the PCs examine the door on the far side of the room. </p><p></p><p></p><p></p><p><strong>Features:</strong> 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 </p><p>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.</p><p></p><p><em>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.</em></p><p><em></em></p><p><em><strong>Traps:</strong> The iron door. (Magical; triggered by action; automatic reset; 6x <em>magic missile</em> (6d4+4); whoever touches the door; never miss; immediate; Search DC 26; Disable Device DC special).</em></p><p><em></em></p><p><em>Anyone touching the door, either to examine the locks, or scorchings, or to listen at the door will be blasted by 6 <em>magic missiles</em> - 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. </em></p><p><em></em></p><p><em>Anyone casting <em>detect magic</em> 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 <em>detect magic</em>, and read with <em>read magic</em>.</em></p><p><em></em></p><p><em>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 <em>read magic</em> 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 <em>knock</em> spell on the door, removing all the locks. The statues will only cast knock once, and afterwards will be deactivated.</em></p><p><em></em></p><p><em>The riddles (and answers) are as follows:</em></p><p><em>statue #1 - Always there, never enough. <em>(time)</em></em></p><p><em>statue #2 - The dead remain alive. <em>(memories)</em></em></p><p><em>statue #3 - The dead fear me. <em>(life)</em></em></p><p><em>statue #4 - The beginning of the end. <em>(death)</em></em></p><p><em>statue #5 - Afterlife. <em>(hope)</em></em></p><p><em>statue #6 - The dead have more than enough. <em>(patience)</em></em></p><p><em></em></p><p><em>The writing on the weapons are as follows:</em></p><p><em>scimitar - patience</em></p><p><em>flail - hope</em></p><p><em>sickle - death</em></p><p><em>shortspear - time</em></p><p><em>halberd - memories</em></p><p><em>trident - life</em></p><p><em></em></p><p><em>If any statues are destroyed, the statues that remain will cast <em>knock</em> on the most difficult locks first. </em></p><p><em></em></p><p><em><em>Encounters:</em> none</em></p><p><em></em></p><p><em><em>Note:</em> 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.</em></p></blockquote><p></p>
[QUOTE="der_kluge, post: 1400474, member: 945"] Room #2 The Iron Door (Curtis "die_kluge" Bennett) [b]Features:[/b] 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 [/code] Read the following when the PCs examine the door on the far side of the room. [b]Features:[/b] 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. [i]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. [b]Traps:[/b] The iron door. (Magical; triggered by action; automatic reset; 6x [i]magic missile[/i] (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 [i]magic missiles[/i] - 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 [i]detect magic[/i] 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 [i]detect magic[/i], and read with [i]read magic[/i]. 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 [i]read magic[/i] 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 [i]knock[/i] 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. [i](time)[/i] statue #2 - The dead remain alive. [i](memories)[/i] statue #3 - The dead fear me. [i](life)[/i] statue #4 - The beginning of the end. [i](death)[/i] statue #5 - Afterlife. [i](hope)[/i] statue #6 - The dead have more than enough. [i](patience)[/i] 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 [i]knock[/i] on the most difficult locks first. [i]Encounters:[/i] none [i]Note:[/i] 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.[/i] [/QUOTE]
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