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Cooperative Dungeon IV: Update

Room 15 - Atrium of the Royal Steed (Ben Buckner "tarchon")

Door: This gilded ebony door (value 300 GP) has no lock and is designed to slide upward into the ceiling. The door weighs approximately 200 pounds and is only 4 1/2 ft. (1.5 m) tall (designed to require M sized creatures bow when entering). A pair of shafts jut 1/2 ft. out from the door near its top, and two 5-ft.-high slots rise into the wall above the door over them. These function as tracks, with the intention that servants would lift the door from either side while more important personages would bow and enter. The awkward mechanism doesn't work very smoothly and requires a full DC 20 strength check to lift and a DC 15 check in every subsequent round to hold it up (unless propped). However, two individuals can cooperate on it easily by holding the shafts from the left and right while a third can help lift from the middle. (Hardness 6; hp 40)
Four colonnades stretch into the far reaches of this gloomy stone chamber, holding up a flat ceiling that reaches close to 10 ft. in height. Immediately obvious between the two central colonnades is what appears to be the standing skeleton of a tall horse, facing away from the entrance. The bones however - if that's what they are - betray a strange silvery sheen with hints of amber, as if they were cast in metal. Some type of gear, possibly tack, hangs on hooks from the columns on both sides of the uncanny equine.
The columns are smooth and round, apparently carved from the surrounding rock, though their bases and capitals are octagonal.
Long-burnt-out oil lamps hang from the ceiling at intervals, and the dusty floor seems to be littered with flakes of dried vegetable matter, perhaps the remains of flower petals. A faint floral scent still lingers here and there.
Features:
The horse is located in the center of the room (where the number 15 is). It is in fact an animated skeletal horse, which has been coated in electrum by a process known only to the most advanced alchemists.
Behind each of the four columns around the horse an animated skeletal footman is standing at attention. Their bones have been subjected to a similar treatment. Their once costly garments have decayed to fragments, but each holds a roughly serviceable spear and a heavy steel shield.
On the far wall (N), inquisitive characters will find a faded mural which depicts a regal white stallion in the same tack which hangs on the columns. In the mural, the stallion is standing in front of an open sarcophagus, from which a tall man in expensive regalia (the king) has apparently just emerged. In the hieroglyphics of Toths's kingdom (DC 30 Decipher), the word "Incitatus," the horse's name, is painted under the stallion and "His Royal Majesty, Whose Footfalls Are Like Thunder" under the king.
Along the east wall an 8 ft.-tall granite statue of a horse-headed god stands, with arms outstretched, holding the hide of a white stallion, which can reasonably be surmised to be that of the royal steed. The statue is flanked by two extinguished braziers and numerous small offering plates and jars sit on the floor around it, though their contents are decayed and unidentifiable.
If someone approaches within 5 ft. of the statue, a bird call (that of an ibis - DC 15 to identify by an appropriate Knowledge) will issue from its mouth. A successful search of the statue (DC 15) will reveal that the lower jaw is hinged, though there will be no indication of a latch mechanism. The mandible may be disabled and opened on a DC 15 Disable Device check or simply broken (Hardness 8; 60 hitpoints to break off), but such desecration will bring down a divine curse (Bestow Curse, Caster level 20, no save) on the culprits, so that (living) horses will shun them and all Ride checks will be at a -5 penalty until they have atoned. The existence of a curse effect may be detected by the Search skill as a magic trap (DC 28) but not disabled due to its divine nature.
If an offering pleasing to the horse-god (particularly fruits or sweet treats) is placed before the statue, the mouth will open revealing a small copper statuette of an ibis on a circular 1-in. diameter base. The word “Tekhen” is etched on the base in Tothian-era Hieratic script (DC 20) and it appears that it was made to attach to something (a rod for the lock mechanism for room 21). The ibis is imbued with a Permanent Magic Mouth spell (10th level, Moderate aura, Universal) that causes it to emit an ibis call whenever a creature approaches within 5 ft, while the statue has a similar magical trigger spell, essentially a variant of Alarm (1st level, Faint aura, Abjuration).
The west wall is covered with a series of Hieroglyphic inscriptions (DC 30 Decipher) that contain numerous long-winded paeans to the greatness of King Toth Nekamek, "Trampler of Enemies", his devotion to the "Long-Headed Lord," and the certainty of the king's eventual resurrection.
In particularly large letters in the center of the wall, five parallel inscriptions in Tothian Hieratic script (DC 20), Tothian Hieroglyphics (DC 30), Infernal, Celestial, and oddly Dwarvish read "Thus sayeth the oracle - in death shalt thou rise up to pluck the fruits of thy deeds." A character who succeeds in reading or interpreting at least one of these and studies the inscriptions for a minute or two gains a +2 insight bonus in subsequent attempts to Decipher inscriptions in either Hieratic or Hieroglyphics.
Reliefs depicting running horses, mounted cavalry, and horse races are carved between these inscriptions and throughout the chamber.

Encounter (EL 2 or 3):
The horse will not normally react until its tack, saddle and bridle at a minimum, have been put on correctly (requires ranks in Ride skill, but no check), at which point it will walk to the location of the secret door and stand there. After one round, the door trigger plates (4, one under each hoof) will activate the mechanism and the door will swing outward to reveal a tall,wide doorway. A DC 20 Search check of the floor area in front of the secret door will reveal the plates, which can be actuated if the characters stand on all 4 simultaneously for one round. A DC 17 Search of the wall will reveal the existence of the stone secret door but not the mechanism (hardness 8; hp 50).
If the horse has opened the door, it will proceed down the corridor and halt in front of room 19 (to await the king, in the event of his resurrection). After that point, the skeletal horse will respond to direction as any other trained war steed would and could even be ridden out of the dungeon, if its passage could be engineered somehow. Note also that the horse moves over the stone with a rather loud clip-clop, fairly noticeable from the rooms it passes (DC 15 Listen).
The skeletal footmen were ordered to attack any humanoids who have not applied the tack by the 11th round after entering (after one minute), an order which they take to apply to any biped that isn't obviously undead or extraplanar. The footmen will appear increasingly fidgety and agitated as the time limit approaches.
The skeletal footmen will naturally attack any party who attacks them or the horse, which they will follow to 19, if they can. They will also attack any party who engages in vandalism or theft, such as smashing doors, breaking statues, or attempting to make off with the horse.
Each footman is coated with 10 GP worth of electrum and the horse is coated with 50 GP, though intact it could be worth considerably more to the right buyer.

Description/Combat:
Like all skeletons, once their attack conditions are met, the footmen will fight relentlessly though they will not pursue characters past the entrance to the chamber. The skeletons also have a command, that if they attack and successfully repel intruders, they will close the sliding door at the entrance and sabotage it (by wedging spears and othe items into the slide from the inner side) so that it will have to be broken down if the characters want to reenter later.
The mirror-like surface of the electrum treatment renders them immune to acid and light-based damage (like Searing Light), and it imparts a +1 natural armor AC bonus.
The skeletal horse will attack if attacked or if restrained before it reaches room 19.

Skeleton footmen (electrum plated)(4): CR 1/2; LA -; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 heavy steel shield), touch 11, flat-footed 15; Base Atk +1; ; Grp +2; Atk Shortspear +1 melee (1d8+1/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, immunity to acid, immunity to light; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1.
Languages: None
Skills and Feats: Improved Initiative.
Possessions: shortspear, heavy steel shield.
Description/Combat:
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (CR increased to 1/2 from 1/3 for electrum plating.)

Skeleton warhorse, heavy (electrum plated) (1): CR 2; LA -; Large undead; HD 4d12; hp 24; Init +6; Spd 50 ft.; AC 14 (+2 Dex, +3 natural, -1 size), touch 11, flat-footed 12; Base Atk +2; Grp +10; Atk Hoof +5 melee (1d6+4); Full Atk 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2); Space/Reach 10 ft./5 ft; SA —; SQ damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, immunity to acid, immunity to light; AL NE; SV Fort +1, Ref +3, Will +4; Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1.
Languages: None
Skills and Feats: Improved Initiative.
Possessions: None
Description/Combat:
Skeleton warhorses, heavy, are the animated bones of dead warhorses, heavy, mindless automatons that obey the orders of their evil masters and make really funky glue.

Notes:
The horse was the king's favorite in life and its bones were enchanted in this peculiar way in accord with the king's misguided belief that he would be resurrected one day, when he would obviously need a fine steed. The electrum plating process serves multiple purposes, firstly ornamental, secondly protective, and thirdly preservative, as the tomb was expected to have to last many thousands of years, over which unprotected skeletal remains would tend to disintegrate.
The area was also set up as a shrine to the horse-headed god, to which the stallion was sacrificed after Toth's death. The god was a fairly minor deity, now mostly forgotten, but a sentimental favorite of King Toth, who felt that a little extra good will from even a minor deity couldn't hurt. The Long-Headed Lord is also the god from whom the ambiguous oracle of Toth's "rise" after death was delivered. Toth's vanity prevented him from recognizing that the fruits of his deeds might be rather bitter.
With a DC 30 Knowledge (Religion or Bardic) check, a character will recall the obscure Long-Headed Lord to be a neutral and rather ambivalent deity with no substantial following in civilized lands, though it will also be recalled that the god is generally favorable to the animation of undead.
While the Hieroglyphics are a deceptively simple looking picture-writing similar to Egyptian hieroglyphics, the Hieratic inscriptions look more like conventional letters, though some of the shapes bear a resemblance to hieroglyphs.
 
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Room 7 Funerary Preparations Room (Chad Barr “Wycen” )

Door: A wooden door covered in plaster, perhaps to match it with the surrounding walls, stands open and ajar, nearly split in half down the middle. A latticework design outlines the door. A Knowledge Religion check, DC 15 reveals the design indicates the transit from this world to the afterlife. (Break DC 8, Hardness 5, HP 7)

Room:
Inside this room stands a sturdy table currently heavy with the carcass of a creature. The north wall has 2 cabinets, their shelves lined with urns, candleholders and other items. Two gnolls stand here, one hacking away at the carcass and the other studying the contents of the cabinets. Charnel smells assault your nose.

Features: The table, designed to flow dripping blood into canals along the side, is covered with a carcass, possibly porcine in nature, tools used for embalming the dead, a dusty book, its pages now yellow from time and a single canopic jar sitting precariously on the northwest corner of the table. A single iron torch sconce, resembling a raft, is lit in the center of the eastern wall. Eregash (from Room 8) angrily battered the door in after the disaster in Room 14. The wall opposite the door has a crude or perhaps unfinished fresco of a bird, (actually a phoenix) alighting atop a prone (dead) figure. A Knowledge Religion check DC 18 will reveal this represents resurrection in the afterlife.

The cabinets, utilitarian but of good quality have drawers on the bottom and doors with inlaid colored glass on top. Inside are 12 empty urns, 3 hour long white candles and holders, a set of bronze false teeth, several dozen sticks of pungent smelling incense, a small wooden box with strips of bandage inside and a set of sutures.

Encounter: Magnix the cook is currently hacking hunks of meat to be prepared elsewhere, using his hand axe as a cleaver and is behind the table, facing the door.

Nazgra is a young freshly trained shamaness who was ordered here by Eregash after the shaman, her superior, was killed in Room 14, Gnoll Tunnel Disaster . Her animal companion, a viper, was also killed in the incident and she hasn’t had an opportunity to find a replacement yet. She isn’t excited about being here. Her back is to the door. If battles ensue in rooms 3 or 8 a DC 10 Listen check will alert them to intruders.

Magnix the cook, male Gnoll War1: CR 1; Medium humanoid; HD 2d8+2 (gnoll) plus 1d8+1 (War); hp 15; Init +0; Spd 30 ft.; AC 14 (+1 natural, +3 studded leather armor), touch 10, flat-footed 14; Base Atk + 2; Grp +4; Atk hand axe +5 melee (1d6+2/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA none; SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Languages: Gnoll
Skills: Intimidation +1, Listen +2, Spot +3
Feats: Power Attack, Weapon Focus: Hand axe
Possessions: 2 hand axes, studded leather armor, bag of spices, 10 gold pieces

Nazgra, female Gnoll Drd 1: CR 2; Medium humanoid; HD 2d8+2 (gnoll) plus 1d8+1 (Drd); hp 15; Init +1; Spd 20 ft.; AC 15 (+3 hide armor, +1 natural, +1 Dex), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk Quarter staff +3 melee (1d6+2/x2); Full Atk (same); Space/Reach 5 ft./5 ft.; SA none; SQ darkvision 60 ft., Nature Sense, Wild Empathy, AL CE; SV Fort +6, Ref +1, Will +4; Str 15, Dex 13, Con 13, Int 8, Wis 14, Cha 12.
Languages: Gnoll, Druidic
Skills: Listen + 6, Spot +6
Feats: Power Attack, Dodge

Druid Spells Prepared: (3/2; save DC 12 + spell level): 0- detect magic, Cure Minor Wounds, Light; 1- shillelagh, Obscuring Mist

Possessions: Quarterstaff, hide armor, sling, 10 bullets, scroll of cure light wounds x2, potion of bear's endurance, tiger eye turquoise (12 gp)

Tactics: If they hear battle Magnix will peer past the door to see the commotion while Nazgra will first drink her potion of bear’s endurance and then cast shillelagh on her staff, if time permits. Nazgra is willing to negotiate if enemies appear particularly tough, and can understand her. She will try to use obscuring mist to keep foes away.

Notes: The canopic jar is the same as those found in Room 8, however Magnix and Nazgra aren't aware they can be used as weapons. If the jar or table is toppled, the jar will break. The table is constructed of hardwood with granite legs, thus a STR check DC 23 is needed to topple it.

Poison: Inhaled, Fortitude DC 15, initial and secondary damage 1d4 Str.

When broken, the gas spreads into a 10 foot cube and anyone within the cloud must succeed at a Fortitude save (DC 15) or become poisoned. The cloud only lasts 1 round before dissipating. Intact, each Canopic Jar is worth 25 gp to a collector of art.

The book, Vespers of the Duat, details the rituals used for embalming, however Magnix has haphazardly used it to wipe blood and grime from his axe. Remaining relatively legible in the final pages of the book are some handwritten scripts useful in translating Hieratic and Hieroglyphs and would provide a +2 circumstance bonus to Decipher Script rolls within the tomb.

The left cabinet's bottom most drawer will not open completely. A DC 20 Search check reveals a whalebone comb has fallen between the runners, jamming the drawer when opened. The comb was used to groom the hair of the dead and is worth 50 gp.

The bronze false teeth could be worth 100 gp if a buyer could be found.
 
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ROOM 14: The Gnoll Tunnel Disaster

I'd like to take room 14, if I may. :)

ROOM 14: The Gnoll Tunnel Disaster (Lance Hewett, 'Tallfellow')

Features: As the party approaches the door to room 12, they notice a smooth, ancient tunnel branching off to the right. An observant character (Spot DC 15) may notice that the floor is lightly speckled with blood. The bloody footprint of a gnoll is also visible. Proceeding along the corridor a few paces, the signs of a battle become apparent. Torchlight will reveal a body crumpled on the floor at the point where the corridor turns to the left. Behind and above the body, on the wall, a relief carving of a distinguished-looking knight glares down the corridor at the approaching adventurers. Though worn with the passage of many years, his stern gaze is arresting, and he seems to be indicating with an out-thrust hand that none should pass, or that this is the wrong way. An investigation of the body will reveal it to be that of a Gnoll Shaman, clad in hide armor and clutching a long staff of smooth, dark wood. (A character may recognize that this staff seems out of place: a successful Knowledge Nature DC 15 or Knowledge Arcana DC 15 check will identify the staff as being made from Darkwood.) His pouches contain herbs useful for healing (+2 to Heal Check, 8 uses) and two large glyph-covered leaves (Druid Scroll of Calm Animal CL3 x 2.) The Gnoll Shaman seems to have been dragged along the ground from the west, as the stone is dark with his dried blood in that direction. His legs are noticeably missing -- they seem to have been chewed off.

As the characters move further down the passage to the west, they will notice the mangled and torn bodies of 3 other gnoll fighters. They appear to have been armed with clubs and bone-toothed whips. There are also several lengths of blood-smeared broken chain scattered amongst the bodies. A search of the grisly remains reveals only 6cp. At the end of the corridor (No. 14 on the map) a broken pit-trap yawns open in the floor, and the smashed remnants of a shoddy wooden bridge cling to the sides. From here, the ancient stone walls end, and freshly-carved rough tunnels branch off in two directions. They are about 6 feet wide and almost 9 high. A character familiar with stonecutting or dungeoncraft (DC5) could see that these were made by some burrowing creature, not by tools, and within the last 24 hours. Deep claw marks are obvious on the floor and walls. If the characters approach the pit-trap hole, they will be attacked by the dire badger lurking 10 ft along the northern branch tunnel.

Encounter: (EL3)
Advanced Dire Badger (+2HD) Large Animal Hit Dice: 5d8+28 (50 hp) Initiative: +2 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 16 (+2 Dex, +5 natural, -1 Size), touch 11, flat-footed 14 Base Attack/Grapple: +3/+9 Attack: Claw +9 melee (1d6+6) Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rage Special Qualities: Low-light vision, Scent Saves: Fort +9, Ref +6, Will +5 Abilities: Str 22, Dex 15, Con 21, Int 2, Wis 12, Cha 10 Skills: Listen +7, Spot +7 Feats: Alertness, Toughness, Track Environment: Temperate forests Organization: Solitary or cete (2–5) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4–9 HD (Large) Level Adjustment: --
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Notes:
The creature is slightly wounded, angry and afraid. It will attack without provocation, but a druid or ranger may be able to calm it. It has a thick iron chain wound around its neck, and broken chains trailing from this, smeared with gnoll blood. In the tunnels, the creature is squeezing, and takes a -4 to both attack and AC and can only move at half speed. Note that the badger will try to exploit its 10ft reach to attack characters over the pit trap.

A search of the pit trap (Climb DC 15 to get down, otherwise 1d6 falling +1d4 spikes) will find a gnoll rogue impaled on spikes at the bottom. He has 3gp, a set of standard lockpicks, and a small ceramic vial full of dust (Dust Of Tracelessness, magical)
 
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Room 5 - The small bedroom Tim Challener

Door: The westward-facing stone door is unlocked, and the wooden bar has been broken through - the PCs approaching from hallway #2 will have no trouble opening it. The door is closed

As you enter the room, you stir up a thin cloud of dust. The feeble light spilling through the open door reveals a spartan bedroom, furnished with a cupboard on your immediate left, and parallel from that on the other side is a chest. Ahead of you is a large, double bed. Just to the left of the bed, you can barely make out the outlines of a chair, pulled up to a table.

Traps: The bed: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 8 ft. deep; pit spikes (Atk +5 melee, 1d4 spikes per target for 1d4 each); Single Target; Search DC 15; Disable Device DC 20; onset delay (1 round) (If the character doesn't stay on the bed for a complete round, the trap will not be triggered).

The bed splits into halves, dropping the unfortunate into the pit below. There is one hellhound below in the pit, hidden (Spot check -3) among the scattered bones. These bones act as spikes, dealing damage when the character falls in. The mechanism will take an entire round to give way.

The bed has been clumsily made (not in the constructed sense), and the bottoms of the pillows smell faintly of brimstone (if someone checks). The frame itself is made of wood (cheap oak), the panels extend to the floor, and the entire thing is bolted in place.

Features: A thick gold necklace (Worth about 20gp for the raw gold, maybe 50 for the craftsmanship) is hung from a nail on the wall, about three feet above the bed. Grabbing the necklace will change the bed trap to an instant trigger

Encounter: [CL 3] 1 hellhound, in pit trap below bed. It was placed there as a trap when the area changed hands, but hasn't been fed in a while. It's VERY hungry. If the adventurers leave without killing it, they will hear an ominous howl and some thumps. If they forget to close the door, the DM will roll a jump check every five minutes or so for the hellhound. If it succeeds, it gets out, going after the party with its excellent tracking abilities. It will not follow the party out of the tomb, but it will be lurking around if they come again later. (perhaps to finish looting). If the party reenters the room after the escape, the bed will have burnt up, and tracks from clawed feet will lead out the door through the dust.

Hellhound (1): Medium Outsider (Evil, Extraplanar, Fire, Lawful)
CR 3; HD 4d8+4; hp 22; Init +5; Speed 40 ft. (8 squares); 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grapple +5; Attack Bite +5 melee (1d8+1 plus 1d6 fire), Full Attack Bite +5 melee (1d8+1 plus 1d6 fire); Space/Reach 5 ft./5 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL lawful evil; Saves Fort +5, Ref +5, Will +4;
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills and feats: Improved Initiative, Run, TrackB, Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+8 racial bonus when tracking by scent)

Other Features: Obscured by the remains of less fortunate adventures, in the pit there are three small flasks of holy water, 137 copper pieces, some broken glass and assorted armor debris. The chest contains some (4-5) boring sounding books (Things like "A Brief History of the Curious Adaptations of Agriculture in the Glupa Inlets"). The books are worth a good bit to the right buyer, assuming they can find one. The cupboard contains a bottle of wine and some stale bread.

This room used to be a normal bedroom, with a secret compartment underneath the bed to hide valuables. The infernal creatures renovated the room, removing the treasure and installing a hellhound and trap, in order to catch unwise adventurers.



How's that? It's amazing how many times adventurers forget to close doors. This'll keep them on their toes.
 
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Slife said:
Slife, you will need to give your room a name, and you have to give your complete name (look at room 1 to see how to do it).

Here's what is written in the first post:

Write your real name beside the room name of your entry. No anonymous contributions will be accepted.
Thanks !
 


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