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<blockquote data-quote="DiFier" data-source="post: 1282861" data-attributes="member: 2345"><p><strong>2. Entry Hall</strong></p><p></p><p>The doors open onto a shallow valted nitche. There are a few steps that lead down 5 feet to the smooth black stone floor of the large room beyond. Centered in the room is a 1 foot tall 10 foot diameter circular pool contianing burning blood like that in the entrance cave. there is a 1 foot wide lip around the pool. The pool provides shadowy illumination for the room, and is the only light source. </p><p></p><p>The poorly lit black stone walls are covered with carvings of horrible demons and monsters. They all seem to be staring at the entrance to the room, where the PCs are currentlly standing. The dancing flames cause the faint shadows on the walls to move making the carvings on the wall appear to be alive.</p><p></p><p>In the four corners of the room are stone columns that are carved to look like hundreds of of full sized humanoid creatures climbing each other, there is atleast one of each race in the party. They seem to be climbing out of the floor and into the ceiling. the humanoid creatures look horrified and seem desperate to to get away from what ever is below them. The ceiling is 40' up and almost impossible to see with normal vision. </p><p></p><p>In the far wall is a pair of double smooth black stone doors, they are unlocked.</p><p></p><p>The walls to the left and right each have a single ten foot tall door centered along the floor. The doors are black stone and have the face a demon carved into them. The face on the door in the north wall is a nalfeshnee. The face on the door in the south wall is a Hezrou. The doors are locked and in the demon's open mouth is a key hole. Each door has a break DC of 28 and an unlock DC of 30. There is a lightning bolt trap set to go off when ever someone touches the door.</p><p></p><p>Lightning bolt trap: CR 6; magical device; touch trigger. automactic reset; spell effect (lghtning bolt, 10th level wizard, 10d6 electrisity, DC 14 reflex for half damage); search DC 28, disable Device DC 28. This trap can be disabled remoatly see room 3. </p><p></p><p>Anyone passing with in 5 feet of the pool feel the effects of a suggestion trap. </p><p></p><p>Suggtion Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (suggestion: the flame is an illusion, the liquid is water and the bottom (not the stairs) is covered with fire opals. DC 14 will to negate and Silent image seeing that which is suggested. DC 12 will to disbeleive). search DC 28, disable device DC 28</p><p></p><p>The pool is 10 feet deep in the middle but has rings of stairs going down into it. Those making their saves will be aware of what the pool was trying to suggest. The pool radiates faint enchantment and a faint evil aura. The PC failing their save will be convinced that there are thousands of fire opals (worth 100 gp a piece) in the pool if the other PC try to tell them that it is a pool of flaming blood they will try to convince them that it is actually just an illusion. upom taking damage the person under the suggestion in the pool will know that they are taking damage but my not realize that the flames are actually real and burining them. They will also not be compelled to stay in the pool. They get another will save to disbelive both effects of the trap. </p><p></p><p>hidden among the carvings on the west and South walls are two rogue gargoyles, they are extremely hard to see (+19 to hide and even when a PC spots one they have to make a second Spot check DC 20 to figure out that the Gargoyle isn't a statue see below ), They will attack The PC's once they get toward the center of the room. They will try to fly down sneak attack the charachters and then fly away using the fly buy attack. They will then try to hide somewhere else on the wall. They corridinate their attacks so that the PC's will not know that there are two of them but will think that there is one but in keeps coming form somewhere that they are not expecting. </p><p></p><p>Gargoyle Rogue 6 CR 10; Size: M Type Monstrous Humanoid (Earth); HD (4d8)+(6d6)+43; hp 85; Init +6 (+2 Dex, +4 Misc); Spd Walk 40', Fly 60ft (average); AC 17 (flatfooted 15, touch 12), Base attack/grapple +8/+10; SA: Damage Reduction 10/magic, Freeze (dc 20 spot check to figure out it isn't a statue once you see it if it isn't moving ), Sneak attack +3d6, Evasion, trap sence+2, Uncanny Dodge. Vision: darkvision (60'), Normal AL: Caotic Evil; Sv: Fort +7, Ref +11, Will +6; Str 16, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills and Feats: Hide +11(+19), Listen +9, Spot +9, Move Silently +11; Multiattack, toughness, fly by attack, improved natural armor. Full Attack: 2 claws +11 mele (1d4+3) and bite +9 mele (1d6+1) and Gore +9 mele (1d6+1)</p></blockquote><p></p>
[QUOTE="DiFier, post: 1282861, member: 2345"] [B]2. Entry Hall[/B] The doors open onto a shallow valted nitche. There are a few steps that lead down 5 feet to the smooth black stone floor of the large room beyond. Centered in the room is a 1 foot tall 10 foot diameter circular pool contianing burning blood like that in the entrance cave. there is a 1 foot wide lip around the pool. The pool provides shadowy illumination for the room, and is the only light source. The poorly lit black stone walls are covered with carvings of horrible demons and monsters. They all seem to be staring at the entrance to the room, where the PCs are currentlly standing. The dancing flames cause the faint shadows on the walls to move making the carvings on the wall appear to be alive. In the four corners of the room are stone columns that are carved to look like hundreds of of full sized humanoid creatures climbing each other, there is atleast one of each race in the party. They seem to be climbing out of the floor and into the ceiling. the humanoid creatures look horrified and seem desperate to to get away from what ever is below them. The ceiling is 40' up and almost impossible to see with normal vision. In the far wall is a pair of double smooth black stone doors, they are unlocked. The walls to the left and right each have a single ten foot tall door centered along the floor. The doors are black stone and have the face a demon carved into them. The face on the door in the north wall is a nalfeshnee. The face on the door in the south wall is a Hezrou. The doors are locked and in the demon's open mouth is a key hole. Each door has a break DC of 28 and an unlock DC of 30. There is a lightning bolt trap set to go off when ever someone touches the door. Lightning bolt trap: CR 6; magical device; touch trigger. automactic reset; spell effect (lghtning bolt, 10th level wizard, 10d6 electrisity, DC 14 reflex for half damage); search DC 28, disable Device DC 28. This trap can be disabled remoatly see room 3. Anyone passing with in 5 feet of the pool feel the effects of a suggestion trap. Suggtion Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (suggestion: the flame is an illusion, the liquid is water and the bottom (not the stairs) is covered with fire opals. DC 14 will to negate and Silent image seeing that which is suggested. DC 12 will to disbeleive). search DC 28, disable device DC 28 The pool is 10 feet deep in the middle but has rings of stairs going down into it. Those making their saves will be aware of what the pool was trying to suggest. The pool radiates faint enchantment and a faint evil aura. The PC failing their save will be convinced that there are thousands of fire opals (worth 100 gp a piece) in the pool if the other PC try to tell them that it is a pool of flaming blood they will try to convince them that it is actually just an illusion. upom taking damage the person under the suggestion in the pool will know that they are taking damage but my not realize that the flames are actually real and burining them. They will also not be compelled to stay in the pool. They get another will save to disbelive both effects of the trap. hidden among the carvings on the west and South walls are two rogue gargoyles, they are extremely hard to see (+19 to hide and even when a PC spots one they have to make a second Spot check DC 20 to figure out that the Gargoyle isn't a statue see below ), They will attack The PC's once they get toward the center of the room. They will try to fly down sneak attack the charachters and then fly away using the fly buy attack. They will then try to hide somewhere else on the wall. They corridinate their attacks so that the PC's will not know that there are two of them but will think that there is one but in keeps coming form somewhere that they are not expecting. Gargoyle Rogue 6 CR 10; Size: M Type Monstrous Humanoid (Earth); HD (4d8)+(6d6)+43; hp 85; Init +6 (+2 Dex, +4 Misc); Spd Walk 40', Fly 60ft (average); AC 17 (flatfooted 15, touch 12), Base attack/grapple +8/+10; SA: Damage Reduction 10/magic, Freeze (dc 20 spot check to figure out it isn't a statue once you see it if it isn't moving ), Sneak attack +3d6, Evasion, trap sence+2, Uncanny Dodge. Vision: darkvision (60'), Normal AL: Caotic Evil; Sv: Fort +7, Ref +11, Will +6; Str 16, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills and Feats: Hide +11(+19), Listen +9, Spot +9, Move Silently +11; Multiattack, toughness, fly by attack, improved natural armor. Full Attack: 2 claws +11 mele (1d4+3) and bite +9 mele (1d6+1) and Gore +9 mele (1d6+1) [/QUOTE]
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