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Cooperative Dungeon IV: Update
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<blockquote data-quote="fnork de sporg" data-source="post: 1565478" data-attributes="member: 4713"><p><span style="font-size: 10px">Hmm, last one in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p> </p><p> </p><p><span style="font-size: 10px">OK, here's what I've got so tell me what you think. I'm totally willing to edit for format, content, or whatever. Just let me know.</span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 12px">Room 11</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Tomb of the Magus</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Door: This unusually solid and thick stone door is jammed shut. There is no obvious handle or other means of opening it beyond its destruction. (Strength DC 25, Hardness 8, Hit Points 108) Repeated banging upon the outside of the door will awaken the spirit within which will begin to wail loudly and horribly. Only a few glyphs are still readable, the words Death, Doom, Betrayal, and Magus, all written in Hieratic (Decipher Script DC 20). The door and walls all have the Ghost Touch enhancement, and thus radiate magic, and cannot be passed through by ethereal creatures.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Room</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Features: </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">1: Glyphs- A Read Magic spell will reveal them to be ancient arcane lore. Given the proper amount of time the following spells can be found inscribed, Disrupt Undead, Protection From Evil, Detect Undead, Comprehend Languages, Command Undead, and Ghoul Touch. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">2: Skeleton- A Divination or, at the DM’s discretion, sufficient anatomical knowledge will reveal the dagger wound to be self-inflicted. Sealed in while still alive and intended to serve as court magi in the underworld this traitorous servant attempted to spite his lord by becoming undead, thus denying Nekamek ownership of his soul.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">3: Dagger of Lost Souls- This +2 Ghost Touch dagger is made from iron and wrapped in thin bands of silver. It’s hilt is adorned with a remarkably realistic silver jackal’s head. Any creature slain by the Dagger of Lost Souls will return as a wraith in 1d4 days.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Encounter (EL 4): The wraith of the Magus still haunts this room and will immediately attack any living creatures that enter. He is an adult human wearing light robes, and a tall rounded hat three feet in height. He has a long mustache but no beard and his feet are visibly bare. He has gone completely insane from lack of stimuli. He remembers nothing of his former life or of once being human, he no longer even knows how to talk let alone use effective tactics. He will simply rush attacking until he is destroyed or has slain all. When not hovering motionless above his own remains he constantly wails and screams in a most unpleasant and disturbing manner. Having long ago forgotten about the world outside he has little interest in leaving his room. He will not follow retreating characters in to the hallway unless of course they continue the attack from there, such as with spells or ranged weapons, and if left alone will pathetically attempt to rebuild the shattered pieces of the once massive Ghost Touch door. He will have little success at this.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Wraith of the Magus: CR 5, Medium Undead (Incorporeal), HD 5d12, HP 32, Inish +7, AC 15 (t15, ff12), Speed: Fly 60 ft., BAB +2, Attack: Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution drain), Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain), Space/Reach: 5 ft./5 ft., Special Attacks: Constitution drain, create spawn, Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Saves: Fort +1, Ref +4, Will +6, Abilities: Str —, Dex 16, Con —, Int 4, Wis 14, Cha 15, Skills: Hide +11, Intimidate +10, Listen +12, Search +10, Spot +12, Survival +2 (+4 following tracks), Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB</span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="fnork de sporg, post: 1565478, member: 4713"] [size=2]Hmm, last one in. :)[/size] [size=2]OK, here's what I've got so tell me what you think. I'm totally willing to edit for format, content, or whatever. Just let me know.[/size] [size=2][size=3]Room 11[/size] Tomb of the Magus Door: This unusually solid and thick stone door is jammed shut. There is no obvious handle or other means of opening it beyond its destruction. (Strength DC 25, Hardness 8, Hit Points 108) Repeated banging upon the outside of the door will awaken the spirit within which will begin to wail loudly and horribly. Only a few glyphs are still readable, the words Death, Doom, Betrayal, and Magus, all written in Hieratic (Decipher Script DC 20). The door and walls all have the Ghost Touch enhancement, and thus radiate magic, and cannot be passed through by ethereal creatures. Room Features: 1: Glyphs- A Read Magic spell will reveal them to be ancient arcane lore. Given the proper amount of time the following spells can be found inscribed, Disrupt Undead, Protection From Evil, Detect Undead, Comprehend Languages, Command Undead, and Ghoul Touch. 2: Skeleton- A Divination or, at the DM’s discretion, sufficient anatomical knowledge will reveal the dagger wound to be self-inflicted. Sealed in while still alive and intended to serve as court magi in the underworld this traitorous servant attempted to spite his lord by becoming undead, thus denying Nekamek ownership of his soul. 3: Dagger of Lost Souls- This +2 Ghost Touch dagger is made from iron and wrapped in thin bands of silver. It’s hilt is adorned with a remarkably realistic silver jackal’s head. Any creature slain by the Dagger of Lost Souls will return as a wraith in 1d4 days. Encounter (EL 4): The wraith of the Magus still haunts this room and will immediately attack any living creatures that enter. He is an adult human wearing light robes, and a tall rounded hat three feet in height. He has a long mustache but no beard and his feet are visibly bare. He has gone completely insane from lack of stimuli. He remembers nothing of his former life or of once being human, he no longer even knows how to talk let alone use effective tactics. He will simply rush attacking until he is destroyed or has slain all. When not hovering motionless above his own remains he constantly wails and screams in a most unpleasant and disturbing manner. Having long ago forgotten about the world outside he has little interest in leaving his room. He will not follow retreating characters in to the hallway unless of course they continue the attack from there, such as with spells or ranged weapons, and if left alone will pathetically attempt to rebuild the shattered pieces of the once massive Ghost Touch door. He will have little success at this. Wraith of the Magus: CR 5, Medium Undead (Incorporeal), HD 5d12, HP 32, Inish +7, AC 15 (t15, ff12), Speed: Fly 60 ft., BAB +2, Attack: Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution drain), Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain), Space/Reach: 5 ft./5 ft., Special Attacks: Constitution drain, create spawn, Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Saves: Fort +1, Ref +4, Will +6, Abilities: Str —, Dex 16, Con —, Int 4, Wis 14, Cha 15, Skills: Hide +11, Intimidate +10, Listen +12, Search +10, Spot +12, Survival +2 (+4 following tracks), Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB [/size] [/QUOTE]
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