It's yours.Adrienne said:I have an idea for room 19. I'll start writing it up, and post it if Jester47 doesn't come back, I guess?
Wycen said:I like that idea too, though I would worry it may over power the party.
As you continue down the hallway the floor is filled with a thick brown gas that flows over the stones beneath your feet. A few meters ahead a huge stone slab seems to block the way into a room to your left. As you approach the thick and foul smelling brown gas trickles from under the stone slab into the hallway.
With a loud grinding sound the stone slab is pushed aside and from behind it a wave of brown gas flows over you. The room beyond is conceiled in a brown mist.
Ceramic Ram figurine: A tiny ram formed from ceramic with a circular base one inch in diameter. The word “Sera” is etched on the base and it appears that it was made to attach to something.
Alabaster Cat figurine: A tiny cat chiseled from alabaster with a circular base one inch in diameter. The word “Ama” is etched on the base and it appears that it was made to attach to something.
Sandstone Hippo figurine: A tiny hippo carved from sandstone with a circular base one inch in diameter. The word “Nehes” is etched on the base and it appears that it was made to attach to something.
Golden Amulet of Inescapable Location: This device is typically worn on a chain or as a brooch. It appears, to magical analysis, to prevent location, scrying or detection or influence by detect thoughts or telepathy. It seems to be an amulet of proof against detection and location. Actually, the amulet gives the wearer a –10 penalty on all saves against divination spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow curse; Price 1,000 gp.
Golden Bracers of Defenselessness: These appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a –5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, mage armor, bestow curse; Price 1,200 gp.
Leather Gloves of Fumbling: These gauntlets may be of supple leather or heavy protective material suitable for use with armor. In the former instance, they appear to be gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre power. The gauntlets perform according to every test as if they were gloves of Dexterity or gauntlets of ogre power until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.
Moderate transmutation; CL 7th; Create Wondrous Item, bestow curse; Price 1,300 gp.
Gold Nugget of Weight (Loadstone): This golden nugget appears to be a shining, rock of pure gold worth 800 gold pieces. It reduces the possessor’s base land speed to one-half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means—if it is thrown away or smashed, it reappears somewhere on his person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous Item, slow; Price 1,000 gp.
Exquisite Robe of Powerlessness: A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a –10 penalty to Strength and Intelligence, forgetting spells and magic knowledge accordingly. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.
Moderate transmutation; CL 13th; Create Wondrous Item, bestow curse, permanency; Price 5,500 gp.
Golden Ring of Clumsiness: This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a –4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)
Strong transmutation; CL 15th; Forge Ring, feather fall, bestow curse; Price 500 gp.
The Forsaken One said:Phineas Crow, the creature I have in room 17 once tried to destroy Toth's body ages ago as revenge for the death of her beloved. I'd like to assume that when she got to room 20 (where she was subsequently killed) she had already found a few keys. So if you have like 2 more keys you need to place somewhere. Assign them to me and I'll have Nyovne carry 3 keys and if they don't kill her some information about how the final trapped door works. (Btw I think you can make the traps on the final door a tad more lethal.)
A link to a thread you've just created will end in something like "showthread.php?p=1561997#post1561997". By itself, "showthread.php?p=1561997" will just give you the page of the thread where post # 1561997 is located. the "#post1561997" at the end makes it jump straight to the post itself.Trainz said:Conaill, how do I do it to make the link go to the right post in the middle of the page ?
The Forsaken One said:Room 17 – A sinner’s tomb (Kris Hulsen "The Forsaken One")
Note: The Elhoriad creature is from the Random Encounters - The Cult of Tharizdun - Part 3 Article from the WotC website.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.