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Cooperative Dungeon IV: Update
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<blockquote data-quote="Erekose13" data-source="post: 1558579" data-attributes="member: 3387"><p><strong>Warped Burial Chamber</strong></p><p></p><p><strong>Room 18 - Warped Burial Chamber </strong> (created by Chris Cumming "Erekose13")</p><p></p><p><strong>Door</strong>: The door to this room is made of heavy copper and it is unlocked. Where it once featured bas-relief carvings of jackal headed guardians, it is now a twisted morass of burnished copper, green with age and corruption. While it has maintained its shape and use, the door is stuck (Strength check DC 20 to open, Break DC 25, Hardness 8, Hit points 50.) It is possible to make out some of the faces and body parts of the carvings, though they have been twisted almost beyond recognition.</p><p> </p><p></p><p></p><p><strong>Traps</strong>: The miasma of smoke and sickly green light causes characters to become sickened (Fort Save DC 13) if they remain in the room for more than 4 rounds (roll save each round after 4, lasts until the character exits the room). In addition the fog grants concealment (20% miss chance) to any prone medium creature or any creature size small or smaller. </p><p><strong>Sickening Fog</strong>: CR 2; no attack roll necessary (see below); Search (DC 25); Disable Device (DC 27 - magic); Notes: this trap is a constant presence, but it can be disabled by a rogue. A sickened creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.</p><p></p><p><strong>Features</strong>: The six sarcophagi and four columns have all been warped by the presence of the forces of Chaos. They are for the most part rubble, and contain nothing. </p><p></p><p>In addition to the smoke on the floor, the uneven nature makes the floor difficult to cross. It is considered difficult terrain costing 2 squares of movement per 5ft. square and prevents running and charging.</p><p></p><p><strong>Encounter (EL 5)</strong>: A grick, one of Chaos' pets, lives in this room enjoying the smoke and nauseating green light. It hides between the furthest two sarcophagi on the right. It is currently lying prone and with it's concealment and hide bonus it is very difficult to spot (Spot DC 21). </p><p></p><p><strong>Grick</strong>: medium aberration; CR 3; HD 2d8; hp 9, Init +2; Spd 30ft., climb 20ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grapple: +3; Atk Tentacle +3 melee (1d4+2); Full Atk 4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1); Space/Reach 5ft./5ft.; SA -; SQ Damage reduction 10/magic, darkvision 60ft., scent; AL CN (N usually); SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5.</p><p><strong>Skills and Feats</strong>: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track.</p><p></p><p><strong>Description/Combat</strong>: This grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark gray, with a pale green underbelly. A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. It waits patiently for anyone entering the room to move further in, hoping that the broken and melted furniture will invite curious explorers. Once characters are within 10ft. of it, the grick will leap up and attack the nearest creature. Having lived in the room for some time it is immune to the sickening effect of the smoke and light.</p><p></p><p><strong>Skills</strong>: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.</p><p>*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.</p><p></p><p><strong>Other Features</strong>: Hidden under a rock (Search DC 20) beneath where the grick lay is its treasure taken from the bodies of those it was either given as food a long time ago or those who have come across it since. It's treasure includes 13 gp, 60sp, a small peice of lapis-lazuli (10gp) and a scroll in a thin leather case (<em>enlarge person</em>, caster level 1).</p><p></p><p><strong>Notes</strong>: This room once held the bodies of the royal guards for king Toth Nekamek. They were buried here quite near the king so that they might serve the king in the afterlife. Chaos (room 21) brought with him a grick to whom he granted this room to feast on. The grick has enjoyed its time here, long ago having devoured the corpses of the kings ancient bodyguards. The corrupting nature of Chaos and his minions has perverted this sacred room, twisting it into its unnatural nauseating appearance.</p></blockquote><p></p>
[QUOTE="Erekose13, post: 1558579, member: 3387"] [b]Warped Burial Chamber[/b] [B]Room 18 - Warped Burial Chamber [/B] (created by Chris Cumming "Erekose13") [B]Door[/B]: The door to this room is made of heavy copper and it is unlocked. Where it once featured bas-relief carvings of jackal headed guardians, it is now a twisted morass of burnished copper, green with age and corruption. While it has maintained its shape and use, the door is stuck (Strength check DC 20 to open, Break DC 25, Hardness 8, Hit points 50.) It is possible to make out some of the faces and body parts of the carvings, though they have been twisted almost beyond recognition. [B]Traps[/B]: The miasma of smoke and sickly green light causes characters to become sickened (Fort Save DC 13) if they remain in the room for more than 4 rounds (roll save each round after 4, lasts until the character exits the room). In addition the fog grants concealment (20% miss chance) to any prone medium creature or any creature size small or smaller. [B]Sickening Fog[/B]: CR 2; no attack roll necessary (see below); Search (DC 25); Disable Device (DC 27 - magic); Notes: this trap is a constant presence, but it can be disabled by a rogue. A sickened creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. [B]Features[/B]: The six sarcophagi and four columns have all been warped by the presence of the forces of Chaos. They are for the most part rubble, and contain nothing. In addition to the smoke on the floor, the uneven nature makes the floor difficult to cross. It is considered difficult terrain costing 2 squares of movement per 5ft. square and prevents running and charging. [B]Encounter (EL 5)[/B]: A grick, one of Chaos' pets, lives in this room enjoying the smoke and nauseating green light. It hides between the furthest two sarcophagi on the right. It is currently lying prone and with it's concealment and hide bonus it is very difficult to spot (Spot DC 21). [B]Grick[/B]: medium aberration; CR 3; HD 2d8; hp 9, Init +2; Spd 30ft., climb 20ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grapple: +3; Atk Tentacle +3 melee (1d4+2); Full Atk 4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1); Space/Reach 5ft./5ft.; SA -; SQ Damage reduction 10/magic, darkvision 60ft., scent; AL CN (N usually); SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5. [B]Skills and Feats[/B]: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track. [B]Description/Combat[/B]: This grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark gray, with a pale green underbelly. A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. It waits patiently for anyone entering the room to move further in, hoping that the broken and melted furniture will invite curious explorers. Once characters are within 10ft. of it, the grick will leap up and attack the nearest creature. Having lived in the room for some time it is immune to the sickening effect of the smoke and light. [B]Skills[/B]: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas. [B]Other Features[/B]: Hidden under a rock (Search DC 20) beneath where the grick lay is its treasure taken from the bodies of those it was either given as food a long time ago or those who have come across it since. It's treasure includes 13 gp, 60sp, a small peice of lapis-lazuli (10gp) and a scroll in a thin leather case ([i]enlarge person[/i], caster level 1). [B]Notes[/B]: This room once held the bodies of the royal guards for king Toth Nekamek. They were buried here quite near the king so that they might serve the king in the afterlife. Chaos (room 21) brought with him a grick to whom he granted this room to feast on. The grick has enjoyed its time here, long ago having devoured the corpses of the kings ancient bodyguards. The corrupting nature of Chaos and his minions has perverted this sacred room, twisting it into its unnatural nauseating appearance. [/QUOTE]
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