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Cooperative Dungeon IV: Update
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<blockquote data-quote="Phineas Crow" data-source="post: 1556437" data-attributes="member: 15347"><p><strong>Room 8: Crypt of the Exalted Ones</strong> (H. R. McGlone “Phineas Crow”)</p><p></p><p><strong>Door</strong>: The stone door (Hardness 8; hp 45) to this room is unlocked and its surface is covered with a full sized bas-relief of a solemn looking man carrying the body of another man in his arms. </p><p></p><p></p><p></p><p><strong>Features</strong>: The jackal-headed idol is magical and radiates a faint aura of enchantment if detected. The flames are from <em>continual flame</em> spells which are tied to the small stone bowls held by the idol, these bowls are not fixed to the idol and can taken off the idol and used as sources of light. Once per day the statue can grant the <em>bless</em> spell (caster level 3rd) on anyone that speaks the command word within sight of the idol.</p><p></p><p>In the alcove, behind the idol, is a secret panel (DC 20). The panel slides open to reveal a stone dial with a small depression in its center, carved along the dial's outer edge in a circle are symbols depicting the different phases of the moon. If Eregash’s moonstone is inserted into the dial and the dial is turned counter-clockwise all seven iron caskets unlock with a loud clunk. Eregash does not know about this panel, he found the moonstone in another part of the tomb, keeping it because its pretty. </p><p></p><p><em>Iron caskets</em>: Each of the seven iron caskets is locked (Hardness 10; hp 100; Break DC 28; Open Lock DC 25).</p><p></p><p><strong>Casket 1</strong>: The lid has a bas-relief of a hippo-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tesher Nehes”)</p><p>Contents: Mummified corpse, red crystal rod inscribed with the word “Tesher”.</p><p></p><p><strong>Casket 2</strong>: The lid has a bas-relief of a scarab-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Khesbetti Mekharr”)</p><p>Contents: Mummified corpse, Masterwork longsword, blue crystal rod inscribed with the word “Khesbetti”.</p><p></p><p><strong>Casket 3</strong>: The lid has a bas-relief of a ibis-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Sesh Tekhen”)</p><p>Contents: Mummified corpse, several dried flowers, white crystal rod inscribed with the word “Sesh”.</p><p></p><p><strong>Casket 4</strong>: The lid has a bas-relief of a crocodile-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uarkh Afa”)</p><p>Contents: 200 sp, green crystal rod inscribed with the word “Uarkh”.</p><p></p><p><strong>Casket 5</strong>: The lid has a bas-relief of a cat-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Ksantha Ama”)</p><p>Contents: Mummified corpse, Six bolts of frost, yellow crystal rod inscribed with the word “Ksantha” .</p><p></p><p><strong>Casket 6</strong>: The lid has a bas-relief of a ram-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tekhit Sera”)</p><p>Contents: Mummified corpse, purple crystal rod inscribed with the word “Tekhit”.</p><p></p><p><strong>Casket 7</strong>: The lid has a bas-relief of an asp-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uatch Hefau”)</p><p>Contents: Mummified corpse, 3 cp, orange crystal rod inscribed with the word “Uatch“.</p><p></p><p><strong>Crystal Rods</strong>: Each of the seven rods is a crystalline shaft 1 inch in diameter and 2 feet in length. One end of is capped with an iron band that has a word inscribed on it. The crystal rods are magical in origin and still radiate a faint aura of transmutation magic from the spells used to create them. If sold each rod can fetch about 50 gp on the open market.</p><p></p><p></p><p><strong>Encounter (EL 4)</strong>: Eregash, the gnoll is currently searching the room for valuables and for a way deeper into the tomb. Unfortunately he hasn’t had much luck so far, not long ago his two assistants smashed open several of the canopic jars that rest on the shelves and succumbed to the poisonous gas contained within the jars. The assistants have since regained consciousness and have been reassigned to guarding the entrance.</p><p></p><p><strong>Tactics</strong>: Eregash’s first instinct is to toss the poison-filled canopic jar (see below) that he is holding at any intruders. He will then pepper them with arrows and use his summon monster I spell to summon a small fiendish monstrous spider. He can also activate the stone idol from anywhere in the room as a standard action to gain the benefits of its <em>bless</em> spell. He will try to keep PCs from getting too close and out of range of his glaive. If things start to go badly, or he becomes surrounded, Eregash will smash any canopic jars within reach, even if it means he will be within the poisonous cloud.</p><p></p><p>Eregash, male Gnoll Rgr 1/Clr 2: CR 4; Medium humanoid; HD 2d8+2 (gnoll) plus 1d8+1 (rgr) plus 2d8+2 (clr); hp 27; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +1 natural, +3 studded leather armor), touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk Glaive +6 melee (1d10+4/x3) or composite longbow (+3 Str bonus) +6 ranged (1d8+3/x3); Full Atk (same); Space/Reach 5 ft./10 ft.; SA rebuke undead 3/day; SQ darkvision 60 ft., favored enemy (elves +2), wild empathy; AL CE; SV Fort +9, Ref +4, Will +5; Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 11.</p><p><strong>Languages</strong>: Gnoll</p><p><strong>Skills and Feats</strong>: Concentration +3, Handle Animal +1, Listen +5, Spot +4, Survival +5; Point Blank Shot, Power Attack, Track, Weapon FocusB (longbow)</p><p><strong>Possessions</strong>: Composite longbow, studded leather armor, arrows x24, glaive, moonstone (50 gp), iron scarab figurine</p><p></p><p>Cleric Spells Prepared: (4/3; save DC 12 + spell level): 0- <em>detect magic</em>, <em>read magic</em>, <em>resistance</em>, <em>virtue</em>; 1st- <em>bane</em>, <em>cure light wounds</em>, <em>magic weapon</em>*, <em>summon monster I</em>.</p><p>*<em>Domain spell. Domains</em>: Chaos (cast chaos spells at +1 caster level), War (free Weapon Focus feat). </p><p></p><p><strong>Iron Scarab figurine</strong>: A tiny scarab beetle fashioned from iron with a circular base one inch in diameter. The word “Mekharr” is etched on the base and it appears that it was made to attach to something.</p><p></p><p></p><p></p><p>Summoned fiendish monstrous spider, small: CR 1/2; Small Magical Beast (Extraplanar); HD 1d8; hp 4; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk Bite +4 melee (1d4-2 plus poison); Full Atk (same); Space/Reach 5 ft./5 ft.; SA poison, smite good, web; SQ darkvision 60 ft., resistance to cold 5 and fire 5, tremorsense 60 ft.; SR 6; AL CE; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2.</p><p><strong>Skills and Feats</strong>: Climb +11, Hide +11, Spot +4; Weapon FinesseB</p><p></p><p><strong>Poison (Ex)</strong>: Injury, Fortitude DC 10, initial and secondary damage 1d3 Str. The save DC is Constitution-based.</p><p></p><p><strong>Smite Good (Su)</strong>: Once per day the creature can make a normal melee attack to deal +1 extra damage against a good foe.</p><p></p><p><strong>Web (Ex)</strong>: Eight times per day, the spider can throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.</p><p></p><p>As a standard action, an entangled creature can escape with a successful Escape Artist check (DC 10) or burst it with a Strength check (DC 14). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. </p><p></p><p></p><p><strong>Other Features</strong>: Besides the jar held by Eregash there are 5 intact canopic jars scattered about the room’s shelves.</p><p></p><p>Each jar is stoppered and sealed with wax. These highly decorated containers hold the mummified organs of those buried in this room and have been filled with poisonous gas to hinder those who dare defile the dead.</p><p></p><p>The canopic jars can be used as ad-hoc grenade-like weapons. Treat this attack as a ranged touch attack with a range increment of 10 feet. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.</p><p></p><p>Poison: Inhaled, Fortitude DC 15, initial and secondary damage 1d4 Str. </p><p></p><p>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.</p><p></p><p><strong>Notes</strong>: This room holds the remains of the seven commanders of the seven armies of the great king Toth Nekamek, each of the dead generals have been entrusted to guard the key rods that are needed to access Toth's burial chamber and great care was taken to make sure the dead here are not disturbed.</p><p></p><p><strong>Ad Hoc XP Adjustment</strong>: Award the PCs an XP bonus worth the same amount as if the PCs defeated a CR 2 creature if they open the caskets by using the hidden dial.</p></blockquote><p></p>
[QUOTE="Phineas Crow, post: 1556437, member: 15347"] [b]Room 8: Crypt of the Exalted Ones[/b] (H. R. McGlone “Phineas Crow”) [b]Door[/b]: The stone door (Hardness 8; hp 45) to this room is unlocked and its surface is covered with a full sized bas-relief of a solemn looking man carrying the body of another man in his arms. [b]Features[/b]: The jackal-headed idol is magical and radiates a faint aura of enchantment if detected. The flames are from [i]continual flame[/i] spells which are tied to the small stone bowls held by the idol, these bowls are not fixed to the idol and can taken off the idol and used as sources of light. Once per day the statue can grant the [i]bless[/i] spell (caster level 3rd) on anyone that speaks the command word within sight of the idol. In the alcove, behind the idol, is a secret panel (DC 20). The panel slides open to reveal a stone dial with a small depression in its center, carved along the dial's outer edge in a circle are symbols depicting the different phases of the moon. If Eregash’s moonstone is inserted into the dial and the dial is turned counter-clockwise all seven iron caskets unlock with a loud clunk. Eregash does not know about this panel, he found the moonstone in another part of the tomb, keeping it because its pretty. [i]Iron caskets[/i]: Each of the seven iron caskets is locked (Hardness 10; hp 100; Break DC 28; Open Lock DC 25). [b]Casket 1[/b]: The lid has a bas-relief of a hippo-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tesher Nehes”) Contents: Mummified corpse, red crystal rod inscribed with the word “Tesher”. [b]Casket 2[/b]: The lid has a bas-relief of a scarab-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Khesbetti Mekharr”) Contents: Mummified corpse, Masterwork longsword, blue crystal rod inscribed with the word “Khesbetti”. [b]Casket 3[/b]: The lid has a bas-relief of a ibis-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Sesh Tekhen”) Contents: Mummified corpse, several dried flowers, white crystal rod inscribed with the word “Sesh”. [b]Casket 4[/b]: The lid has a bas-relief of a crocodile-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uarkh Afa”) Contents: 200 sp, green crystal rod inscribed with the word “Uarkh”. [b]Casket 5[/b]: The lid has a bas-relief of a cat-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Ksantha Ama”) Contents: Mummified corpse, Six bolts of frost, yellow crystal rod inscribed with the word “Ksantha” . [b]Casket 6[/b]: The lid has a bas-relief of a ram-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tekhit Sera”) Contents: Mummified corpse, purple crystal rod inscribed with the word “Tekhit”. [b]Casket 7[/b]: The lid has a bas-relief of an asp-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uatch Hefau”) Contents: Mummified corpse, 3 cp, orange crystal rod inscribed with the word “Uatch“. [b]Crystal Rods[/b]: Each of the seven rods is a crystalline shaft 1 inch in diameter and 2 feet in length. One end of is capped with an iron band that has a word inscribed on it. The crystal rods are magical in origin and still radiate a faint aura of transmutation magic from the spells used to create them. If sold each rod can fetch about 50 gp on the open market. [b]Encounter (EL 4)[/b]: Eregash, the gnoll is currently searching the room for valuables and for a way deeper into the tomb. Unfortunately he hasn’t had much luck so far, not long ago his two assistants smashed open several of the canopic jars that rest on the shelves and succumbed to the poisonous gas contained within the jars. The assistants have since regained consciousness and have been reassigned to guarding the entrance. [b]Tactics[/b]: Eregash’s first instinct is to toss the poison-filled canopic jar (see below) that he is holding at any intruders. He will then pepper them with arrows and use his summon monster I spell to summon a small fiendish monstrous spider. He can also activate the stone idol from anywhere in the room as a standard action to gain the benefits of its [i]bless[/i] spell. He will try to keep PCs from getting too close and out of range of his glaive. If things start to go badly, or he becomes surrounded, Eregash will smash any canopic jars within reach, even if it means he will be within the poisonous cloud. Eregash, male Gnoll Rgr 1/Clr 2: CR 4; Medium humanoid; HD 2d8+2 (gnoll) plus 1d8+1 (rgr) plus 2d8+2 (clr); hp 27; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +1 natural, +3 studded leather armor), touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk Glaive +6 melee (1d10+4/x3) or composite longbow (+3 Str bonus) +6 ranged (1d8+3/x3); Full Atk (same); Space/Reach 5 ft./10 ft.; SA rebuke undead 3/day; SQ darkvision 60 ft., favored enemy (elves +2), wild empathy; AL CE; SV Fort +9, Ref +4, Will +5; Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 11. [b]Languages[/b]: Gnoll [b]Skills and Feats[/b]: Concentration +3, Handle Animal +1, Listen +5, Spot +4, Survival +5; Point Blank Shot, Power Attack, Track, Weapon FocusB (longbow) [b]Possessions[/b]: Composite longbow, studded leather armor, arrows x24, glaive, moonstone (50 gp), iron scarab figurine Cleric Spells Prepared: (4/3; save DC 12 + spell level): 0- [i]detect magic[/i], [i]read magic[/i], [i]resistance[/i], [i]virtue[/i]; 1st- [i]bane[/i], [i]cure light wounds[/i], [i]magic weapon[/i]*, [i]summon monster I[/i]. *[i]Domain spell. Domains[/i]: Chaos (cast chaos spells at +1 caster level), War (free Weapon Focus feat). [b]Iron Scarab figurine[/b]: A tiny scarab beetle fashioned from iron with a circular base one inch in diameter. The word “Mekharr” is etched on the base and it appears that it was made to attach to something. Summoned fiendish monstrous spider, small: CR 1/2; Small Magical Beast (Extraplanar); HD 1d8; hp 4; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk Bite +4 melee (1d4-2 plus poison); Full Atk (same); Space/Reach 5 ft./5 ft.; SA poison, smite good, web; SQ darkvision 60 ft., resistance to cold 5 and fire 5, tremorsense 60 ft.; SR 6; AL CE; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2. [b]Skills and Feats[/b]: Climb +11, Hide +11, Spot +4; Weapon FinesseB [b]Poison (Ex)[/b]: Injury, Fortitude DC 10, initial and secondary damage 1d3 Str. The save DC is Constitution-based. [b]Smite Good (Su)[/b]: Once per day the creature can make a normal melee attack to deal +1 extra damage against a good foe. [b]Web (Ex)[/b]: Eight times per day, the spider can throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. As a standard action, an entangled creature can escape with a successful Escape Artist check (DC 10) or burst it with a Strength check (DC 14). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. [b]Other Features[/b]: Besides the jar held by Eregash there are 5 intact canopic jars scattered about the room’s shelves. Each jar is stoppered and sealed with wax. These highly decorated containers hold the mummified organs of those buried in this room and have been filled with poisonous gas to hinder those who dare defile the dead. The canopic jars can be used as ad-hoc grenade-like weapons. Treat this attack as a ranged touch attack with a range increment of 10 feet. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. 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. [b]Notes[/b]: This room holds the remains of the seven commanders of the seven armies of the great king Toth Nekamek, each of the dead generals have been entrusted to guard the key rods that are needed to access Toth's burial chamber and great care was taken to make sure the dead here are not disturbed. [b]Ad Hoc XP Adjustment[/b]: Award the PCs an XP bonus worth the same amount as if the PCs defeated a CR 2 creature if they open the caskets by using the hidden dial. [/QUOTE]
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