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Cooperative Dungeon IV: Update
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<blockquote data-quote="Conaill" data-source="post: 1562393" data-attributes="member: 1264"><p><strong>Room 20 - Yinepu's Vigil</strong> (Patrik "Conaill" D'haeseleer)</p><p></p><p><strong>Door</strong>: A double bronze door, inlaid with gold, blackened silver and lapis lazuli depicting scenes from the Book of the Dead (which can be found among the Chronicles of Toth Nekamek in room #13). The bronze door (hardness 8, hp 40) is barred <em>from the inside</em> with an ancient wooden beam (break DC 22). Anyone who has examined the Book of the Dead for more than three rounds may recognize the scenes on an Int check DC 12. The corresponding passage in the book contains a passphrase (Decipher Script DC 20) which will disintegrate the beam. The center of the door is covered with a clay seal, with the following warning in both hieratic script and hieroglyphics (Decipher Script DC 18, because both versions are present): "They who enter this sacred tomb shall swift be visited by wings of death." Prying the gold, silver and lapis lazuli out of the door nets a total of 20 gp, but as a piece of art, the doors would be worth much more as a whole.</p><p></p><p><img src="http://bleedingeyeballs.com/basenjiart/images/anubis01.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>The jackal on top of the shrine is not a statue, but the Awakened jackal cleric Yinepu in his Eternal Vigil (see below, Spot DC 25 to notice the statue looks a little too real). The funeral figurines are animated objects, but will not move unless ordered so by Yinepu (or until Yinepu's death).</p><p></p><p>The furniture and art objects around the room are worth a pretty penny (say, 5000 gp intact), but mostly made of gilded, ancient, and dried out wood. None of the furniture will bear more than 40 lb of weight, and would need to be carried out very carefully. </p><p>Alternatively, the PCs could spend 20 minutes (20 rounds per square along the walls) to smash and pry out 200 gp in lapis lazuli and other semi-precious stones. In addition, there are several finely wrought alabaster plaques (100 gp and 100 lb total). The shrine in the middle is likewise made of gilded wood and covered in hieroglyphics (worth 1000 gp intact). The carrying poles are too fragile to lift the shrine. </p><p></p><p>The top plank of the shrine slides off, revealing a number of compartments, containing two fine alabaster cups (10 gp each), a MW but heavily corroded (-1) cold iron ceremonial dagger, a bone crocodile figurine (A tiny crocodile sculpted from bone with a circular base one inch in diameter. The word “Afa” is etched on the base and it appears that it was made to attach to something). [ <em>can use some more creative loot here</em> ]</p><p></p><p>Some of the murals and hieroglyphics function as scrolls, which can be activated when standing directly in front of them:</p><p>- Both doors contain an inscription for Hold Portal (Sor/Wiz1)</p><p>- The northern wall (directly above the number 20 on the map) contains a mural of archers. Upon reading the inscription, one archer will fire a Magic Missile (Sor/Wiz1) at any desired target.</p><p>- The southern wall (directly below the number 20 on the map) contains a mural of servants removing a suit of armor from Toth Nekamek's body before mummification. Upon reading the inscription, the servants will reach out and put a ghostly Mage Armor on the caster.</p><p>- The top of the shrine, directly in front of the jackal, contains an inscription for Bestow Curse (Clr3). If anyone but Yinepu activates this inscription, the curse is cast on the reader instead.</p><p></p><p><strong>Encounter: (EL 5)</strong> Five foot into the room, there is a low step down. As soon as anyone crosses this line, Yinepu's Vigil is broken and he speaks: "It is I who hinder the sand from choking the secret chambers. I am for the protection of the deceased, and I will kill all those who cross this threshold into the sacred precincts of the Royal King who lives forever."</p><p><img src="http://users.skynet.be/ancient-egypt/glossary/religion/anubis_dog.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Yinepu, Awakened Jackal Clr3: CR 4; Small Magical Beast (Augmented Animal); HD 6d8+6; hp 33; Init +3; Spd 40 ft; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12; Base Atk +4; Grp +1; Atk Bite +7 melee (1d4+2); Full Atk Bite +7 melee (1d4+2); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60ft., Low-light vision, Scent, Ageless Vigil; AL LN; SV Fort +7, Ref +7, Will +8; Str 14, Dex 16, Con 12, Int 13, Wis 18, Cha 12.</p><p>Languages: Ancient Common, Abyssal?</p><p>Skills and Feats: Concentration +8, Jump +6, Knowledge (Religion) +4, Listen +4, Move Silently +7, Spot +4, Survival +4; Combat Casting, Eschew Materials, Track</p><p>Domains: Death, Magic</p><p>lvl 0: Guidance, Mending, Resistance (x2)</p><p>lvl 1: Bane, Sanctuary, Summon Monster I, Cause Fear (Death)</p><p>lvl 2: Darkness, Summon Monster II, Death Knell (Death)</p><p><strong>Ageless Vigil (Su)</strong>: An elaborate magical ritual has enabled Yinepu to assume a trance-like state as long as he stands vigil guarding his master's tomb. In this state, Yinepu does not move, breathe, eat, sleep or age.</p><p>Combat: Yinepu will typically try to cast Sanctuary first, then call upon the funeral figurines (free action, "Shawabti, defend your Lord in this life as in the afterlife!"), and cast Darkness. Next he will likely read the Bestow Curse inscription, cast Summon Monster II, or read the Mage Armor inscription (make this a higher priority if Darkness has been negated, because of the cool visuals).</p><p></p><p><strong>SHAWABTI SWARM</strong></p><p><strong>Tiny Construct (Swarm)</strong></p><p><strong>Hit Dice</strong>: 3d10 (16 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p><strong>Base Attack/Grapple</strong>: +2/--</p><p><strong>Attack</strong>: Swarm (1d6 plus disease)</p><p><strong>Full Attack</strong>: Swarm (1d6 plus disease)</p><p><strong>Space/Reach</strong>: 10 ft./0 ft.</p><p><strong>Special Attacks</strong>: Disease, distraction</p><p><strong>Special Qualities</strong>: Half damage from slashing and piercing, darkvision 60 ft., low-light vision, scent, swarm traits, construct traits</p><p><strong>Saves</strong>: Fort +1, Ref +3, Will -4</p><p><strong>Abilities</strong>: Str 8, Dex 14, Con --, Int --, Wis 1, Cha 1</p><p><strong>Skills</strong>: --</p><p><strong>Feats</strong>: --</p><p><strong>Challenge Rating</strong>: 2</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: None</p><p><strong>Level Adjustment</strong>: --</p><p></p><p>Shawabti (or Ushabti) are small funeral figurines, typically made from ceramic or wood. They respresent servants that will tend to the deceased's needs and fields in the afterlife.</p><p></p><p><strong>Combat</strong></p><p>A Shawabti swarm seeks to surround and attack any intruders it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p></p><p>Disease (Ex): Filth fever—swarm attack, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.</p><p></p><p>Distraction (Ex): Any intruder that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round.</p><p></p><p></p><p><strong>Optional Elements</strong>: After defeating Yinepu, the DM may decide to let very fine sand start seeping into all the hidden chambers (#15-20 or 21) from cracks in the ceiling ("It is I who hinder the sand from choking the secret chambers."), reducing movement by half after 10 minutes, and filling up the rooms completely after 1/2 an hour. This may raise the Encounter Level of #21 by 1 because of the time pressure.</p><p></p><p>Alternatively, after defeating the demon in #21, the party may encounter Yinepu's ghost (EL 6) when they come back through #20. Yinepu's ghost can only be fully dismissed if the party manages to persuade him that Toth Nekamek turned into a demon.</p></blockquote><p></p>
[QUOTE="Conaill, post: 1562393, member: 1264"] [b]Room 20 - Yinepu's Vigil[/b] (Patrik "Conaill" D'haeseleer) [b]Door[/b]: A double bronze door, inlaid with gold, blackened silver and lapis lazuli depicting scenes from the Book of the Dead (which can be found among the Chronicles of Toth Nekamek in room #13). The bronze door (hardness 8, hp 40) is barred [i]from the inside[/i] with an ancient wooden beam (break DC 22). Anyone who has examined the Book of the Dead for more than three rounds may recognize the scenes on an Int check DC 12. The corresponding passage in the book contains a passphrase (Decipher Script DC 20) which will disintegrate the beam. The center of the door is covered with a clay seal, with the following warning in both hieratic script and hieroglyphics (Decipher Script DC 18, because both versions are present): "They who enter this sacred tomb shall swift be visited by wings of death." Prying the gold, silver and lapis lazuli out of the door nets a total of 20 gp, but as a piece of art, the doors would be worth much more as a whole. [img]http://bleedingeyeballs.com/basenjiart/images/anubis01.jpg[/img] The jackal on top of the shrine is not a statue, but the Awakened jackal cleric Yinepu in his Eternal Vigil (see below, Spot DC 25 to notice the statue looks a little too real). The funeral figurines are animated objects, but will not move unless ordered so by Yinepu (or until Yinepu's death). The furniture and art objects around the room are worth a pretty penny (say, 5000 gp intact), but mostly made of gilded, ancient, and dried out wood. None of the furniture will bear more than 40 lb of weight, and would need to be carried out very carefully. Alternatively, the PCs could spend 20 minutes (20 rounds per square along the walls) to smash and pry out 200 gp in lapis lazuli and other semi-precious stones. In addition, there are several finely wrought alabaster plaques (100 gp and 100 lb total). The shrine in the middle is likewise made of gilded wood and covered in hieroglyphics (worth 1000 gp intact). The carrying poles are too fragile to lift the shrine. The top plank of the shrine slides off, revealing a number of compartments, containing two fine alabaster cups (10 gp each), a MW but heavily corroded (-1) cold iron ceremonial dagger, a bone crocodile figurine (A tiny crocodile sculpted from bone with a circular base one inch in diameter. The word “Afa” is etched on the base and it appears that it was made to attach to something). [ [i]can use some more creative loot here[/i] ] Some of the murals and hieroglyphics function as scrolls, which can be activated when standing directly in front of them: - Both doors contain an inscription for Hold Portal (Sor/Wiz1) - The northern wall (directly above the number 20 on the map) contains a mural of archers. Upon reading the inscription, one archer will fire a Magic Missile (Sor/Wiz1) at any desired target. - The southern wall (directly below the number 20 on the map) contains a mural of servants removing a suit of armor from Toth Nekamek's body before mummification. Upon reading the inscription, the servants will reach out and put a ghostly Mage Armor on the caster. - The top of the shrine, directly in front of the jackal, contains an inscription for Bestow Curse (Clr3). If anyone but Yinepu activates this inscription, the curse is cast on the reader instead. [b]Encounter: (EL 5)[/b] Five foot into the room, there is a low step down. As soon as anyone crosses this line, Yinepu's Vigil is broken and he speaks: "It is I who hinder the sand from choking the secret chambers. I am for the protection of the deceased, and I will kill all those who cross this threshold into the sacred precincts of the Royal King who lives forever." [img]http://users.skynet.be/ancient-egypt/glossary/religion/anubis_dog.jpg[/img] Yinepu, Awakened Jackal Clr3: CR 4; Small Magical Beast (Augmented Animal); HD 6d8+6; hp 33; Init +3; Spd 40 ft; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12; Base Atk +4; Grp +1; Atk Bite +7 melee (1d4+2); Full Atk Bite +7 melee (1d4+2); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60ft., Low-light vision, Scent, Ageless Vigil; AL LN; SV Fort +7, Ref +7, Will +8; Str 14, Dex 16, Con 12, Int 13, Wis 18, Cha 12. Languages: Ancient Common, Abyssal? Skills and Feats: Concentration +8, Jump +6, Knowledge (Religion) +4, Listen +4, Move Silently +7, Spot +4, Survival +4; Combat Casting, Eschew Materials, Track Domains: Death, Magic lvl 0: Guidance, Mending, Resistance (x2) lvl 1: Bane, Sanctuary, Summon Monster I, Cause Fear (Death) lvl 2: Darkness, Summon Monster II, Death Knell (Death) [b]Ageless Vigil (Su)[/b]: An elaborate magical ritual has enabled Yinepu to assume a trance-like state as long as he stands vigil guarding his master's tomb. In this state, Yinepu does not move, breathe, eat, sleep or age. Combat: Yinepu will typically try to cast Sanctuary first, then call upon the funeral figurines (free action, "Shawabti, defend your Lord in this life as in the afterlife!"), and cast Darkness. Next he will likely read the Bestow Curse inscription, cast Summon Monster II, or read the Mage Armor inscription (make this a higher priority if Darkness has been negated, because of the cool visuals). [b]SHAWABTI SWARM Tiny Construct (Swarm) Hit Dice[/b]: 3d10 (16 hp) [b]Initiative[/b]: +2 [b]Speed[/b]: 40 ft. (8 squares) [b]Armor Class[/b]: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 [b]Base Attack/Grapple[/b]: +2/-- [b]Attack[/b]: Swarm (1d6 plus disease) [b]Full Attack[/b]: Swarm (1d6 plus disease) [b]Space/Reach[/b]: 10 ft./0 ft. [b]Special Attacks[/b]: Disease, distraction [b]Special Qualities[/b]: Half damage from slashing and piercing, darkvision 60 ft., low-light vision, scent, swarm traits, construct traits [b]Saves[/b]: Fort +1, Ref +3, Will -4 [b]Abilities[/b]: Str 8, Dex 14, Con --, Int --, Wis 1, Cha 1 [b]Skills[/b]: -- [b]Feats[/b]: -- [b]Challenge Rating[/b]: 2 [b]Treasure[/b]: None [b]Alignment[/b]: Always neutral [b]Advancement[/b]: None [b]Level Adjustment[/b]: -- Shawabti (or Ushabti) are small funeral figurines, typically made from ceramic or wood. They respresent servants that will tend to the deceased's needs and fields in the afterlife. [b]Combat[/b] A Shawabti swarm seeks to surround and attack any intruders it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Disease (Ex): Filth fever—swarm attack, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. Distraction (Ex): Any intruder that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. [b]Optional Elements[/b]: After defeating Yinepu, the DM may decide to let very fine sand start seeping into all the hidden chambers (#15-20 or 21) from cracks in the ceiling ("It is I who hinder the sand from choking the secret chambers."), reducing movement by half after 10 minutes, and filling up the rooms completely after 1/2 an hour. This may raise the Encounter Level of #21 by 1 because of the time pressure. Alternatively, after defeating the demon in #21, the party may encounter Yinepu's ghost (EL 6) when they come back through #20. Yinepu's ghost can only be fully dismissed if the party manages to persuade him that Toth Nekamek turned into a demon. [/QUOTE]
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