Editing Beneath Castle Everglory: LEVEL 6: The Prison

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[[image: Nazari5.png‎]]
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'''The Wandering Monster'''
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At some point as they explore this level, the PCs will be attacked by the demon Shedeth the Scourge.  Shedeth will be look for an opportunity to ambush the party when they are at their weakest, though he won’t attack them if they are already in combat with something else.  Preferably, the PCs shouldn’t meet Shedeth until they have seen the rats he has nailed up in rooms 8 and 9.
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'''Shedeth the Scourge'''
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Shedeth the Scourge is a seven-foot tall demon with the head of a great fly, the chest and arms of an ape, and the lower body of serpent.  He wears a rusty crown or iron that is embedded in his skull, has a bandolier of nails slung over his shoulder, and carries a massive nine-thong whip with glinting steel hooks set into the tails. 
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Shedeth has the ability to become incorporeal for the purpose of passing through walls, though he cannot be incorporeal if he is not passing through a wall.
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If captured, Shedeth the Scourge will do anything to have his life spared.  However, Shedeth is compelled to lie with every sentence he speaks (or writes), a rule he is incapable of breaking.  He knows the layout of the level and is familiar with its inhabitants, though he doesn’t know the names of the three “ghosts”.
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ST: 16 HP: 20 Speed: 6
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DX: 11 Will: 10 Move: 6
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IQ: 8 Per: 9
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HT: 12 FP: 20 SM: 0
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Dodge: 12 Parry: N/A DR: 2
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Claws (14): 1d cut.
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Weapon (20):  Barbed Whip.  1d cut x 6.  Any character struck by Shedeth’s whip must win a quick contest of ST or DX against Shedeth’s weapon skill of 15 or fall down.  Any character damaged by Shedeth’s whip suffers the effects of an Agonize spell, cast at level 15.
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Notes:  Speaks Common.
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Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Cause Torment); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals); Supernatural Durability (Can only be killed by supernatural damage).
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Skills: Brawling-16; Melee Weapon (Whip)-20, Stealth-18.
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Class: Demon.
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=1. The Cells=
 
=1. The Cells=
  
 
The following six cells are all behind locked and windowless iron doors (no penalty to Lockpicking to open).  The cells are all 2 yard by 2 yards with bare stone walls set with rings to hold manacles.
 
The following six cells are all behind locked and windowless iron doors (no penalty to Lockpicking to open).  The cells are all 2 yard by 2 yards with bare stone walls set with rings to hold manacles.
 +
  
 
==Cell 1==
 
==Cell 1==
  
 
A skeleton clad loosely in a hessian shirt and ragged, patched trousers has collapsed across the stone floor scattering finger bones and teeth.
 
A skeleton clad loosely in a hessian shirt and ragged, patched trousers has collapsed across the stone floor scattering finger bones and teeth.
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==Cell 2==
 
==Cell 2==
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Notes:  Unwilling to negotiate.  Truly evil.
 
Notes:  Unwilling to negotiate.  Truly evil.
  
==Cell 3==
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3.  Cell 3
  
 
Here resides the undead creature that was known in life as Tom Miller.
 
Here resides the undead creature that was known in life as Tom Miller.
  
  
'''Monster'''
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Monster
  
'''Tom Miller'''
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Tom Miller
  
 
Tom Miller is an emaciated corpse, looking just like Eskar Blacksmith save that instead of patches of black hair, he has the grizzled remains of what was once a bushy brown beard.  Like Eskar, his black eyes bulge insanely from his sockets.
 
Tom Miller is an emaciated corpse, looking just like Eskar Blacksmith save that instead of patches of black hair, he has the grizzled remains of what was once a bushy brown beard.  Like Eskar, his black eyes bulge insanely from his sockets.
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ST: 9 HP: 20 Speed: 4
 
ST: 9 HP: 20 Speed: 4
 
 
DX: 10 Will: 16 Move: 4
 
DX: 10 Will: 16 Move: 4
 
 
IQ: 15 Per: 15
 
IQ: 15 Per: 15
 
 
HT: 12 FP: 9 SM: 0
 
HT: 12 FP: 9 SM: 0
 
 
Dodge: 10 Parry: N/A DR: 2
 
Dodge: 10 Parry: N/A DR: 2
 
 
Punch (11): 1d-2 crush.
 
Punch (11): 1d-2 crush.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
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Notes:  Speaks Common.
  
Notes:  Speaks Common.
 
  
==Cell 4==
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Cell 4.
  
 
This cell is entirely empty.  The words “TELL MY” have been crudely scratched on the wall in Common.
 
This cell is entirely empty.  The words “TELL MY” have been crudely scratched on the wall in Common.
  
==Cell 5==
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Cell 5.
  
 
A naked skeleton sits propped up in the far corner, grinning.  If touched, it will fall to pieces.
 
A naked skeleton sits propped up in the far corner, grinning.  If touched, it will fall to pieces.
  
==Cell 6==
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Cell 6.
  
 
This cell imprisons Eigen Forester, an ageless, fae shapeshifter who loves to feast on the flesh of humans (and other forms of intelligent life).
 
This cell imprisons Eigen Forester, an ageless, fae shapeshifter who loves to feast on the flesh of humans (and other forms of intelligent life).
  
  
'''Monster'''
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Monster
  
'''Eigen Forester'''
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Eigen Forester
  
 
Eigen Forester is a tall young man with raven black hair and a long, curly black beard.  He is thin, but shows no signs of starvation.  He wears a torn white linen shirt and simple cotton trousers with scuffed leather boots.  As soon as he sees or hears the PCs, he will appear at his barred window, begging and shouting at them to set him free in the name of Goddess of Mercy (or your setting’s closest equivalent).
 
Eigen Forester is a tall young man with raven black hair and a long, curly black beard.  He is thin, but shows no signs of starvation.  He wears a torn white linen shirt and simple cotton trousers with scuffed leather boots.  As soon as he sees or hears the PCs, he will appear at his barred window, begging and shouting at them to set him free in the name of Goddess of Mercy (or your setting’s closest equivalent).
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ST: 14 HP: 30 Speed: 7
 
ST: 14 HP: 30 Speed: 7
 
 
DX: 16 Will: 20 Move: 6
 
DX: 16 Will: 20 Move: 6
 
 
IQ: 20 Per: 20
 
IQ: 20 Per: 20
 
 
HT: 12 FP: 20 SM: 0
 
HT: 12 FP: 20 SM: 0
 
 
Dodge: 12  Parry: 12 (Brawling) DR: 3
 
Dodge: 12  Parry: 12 (Brawling) DR: 3
 
 
Claws (16): 2d cut.
 
Claws (16): 2d cut.
 
 
Traits:  Dark Vision, Doesn’t Eat or Drink.
 
Traits:  Dark Vision, Doesn’t Eat or Drink.
 
 
Class: Faerie.
 
Class: Faerie.
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Notes:  Eigen speaks fluent Common, Elvish, most Faerie languages, and most common dead languages.
  
Notes:  Eigen speaks fluent Common, Elvish, most Faerie languages, and most common dead languages.
 
  
=2.  The Bottle Dungeon=
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7.  The Bottle Dungeon
  
 
The opening to the bottle dungeon is nothing more than a round hole in the floor at the end of a corridor, with no means of access offered for getting in or out.  The bottle-shaped chamber itself is 6 yards deep and 12 yards wide, and (thanks to excavation by the Glitterghouls who now live here, 60 yards in length).
 
The opening to the bottle dungeon is nothing more than a round hole in the floor at the end of a corridor, with no means of access offered for getting in or out.  The bottle-shaped chamber itself is 6 yards deep and 12 yards wide, and (thanks to excavation by the Glitterghouls who now live here, 60 yards in length).
  
  
'''Monsters'''
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Monsters
  
The old bottle dungeon is now home to a tribe of Glitterghouls.  If unaware of the PCs, the Glitterghouls will be gathered at the far end of the cavern, sitting in a circle around a human skull in silence and darkness, completely still.
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If unaware of the PCs, the Glitterghouls will be gathered at the far end of the cavern, sitting in a circle around a human skull in silence and darkness, completely still.
  
  
'''The Glitterghouls'''
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Monsters
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Glitterghouls
  
 
Glitterghouls look like jet-black bipedal skinks, standing between five and six feet tall.  Even their bulging eyes are glinting black spheres.  They are naked and do not usually use weapons, although they are perfectly capable of using tools.  Glitterghouls move by hopping, using legs with knees in the back, like the knees of a bird.
 
Glitterghouls look like jet-black bipedal skinks, standing between five and six feet tall.  Even their bulging eyes are glinting black spheres.  They are naked and do not usually use weapons, although they are perfectly capable of using tools.  Glitterghouls move by hopping, using legs with knees in the back, like the knees of a bird.
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'''9 Glitterghoul Commoners'''
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9 Glitterghoul Commoners
  
 
In combat, the glitterghouls’ first instinct will be to cast Flash, rendering their foe blind and unable to defend themselves against claw attacks.
 
In combat, the glitterghouls’ first instinct will be to cast Flash, rendering their foe blind and unable to defend themselves against claw attacks.
  
 
ST: 9 HP: 9 Speed: 5
 
ST: 9 HP: 9 Speed: 5
 
 
DX: 11 Will: 11 Move: 6
 
DX: 11 Will: 11 Move: 6
 
 
IQ: 10 Per: 12
 
IQ: 10 Per: 12
 
 
HT: 10 FP: 11 SM: 0
 
HT: 10 FP: 11 SM: 0
 
 
Dodge: 9 Parry: 11 DR: 2
 
Dodge: 9 Parry: 11 DR: 2
 
 
Claws (14): 1d cut.
 
Claws (14): 1d cut.
 
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
 
Class: Mundane.
 
Class: Mundane.
 
 
Spells:  Knows the following spells at level 15:  Continual Light, Flash, Glow.
 
Spells:  Knows the following spells at level 15:  Continual Light, Flash, Glow.
  
  
'''3 Glitterghoul Champions'''
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3 Glitterghoul Champions
  
 
In combat, a Glitterghoul Champion is likely to cast Sunbolt for offense.  Defensively, they may use Wall of Light to enemy block lines of sight (Glitterghouls have Bright Vision, so can still see through).
 
In combat, a Glitterghoul Champion is likely to cast Sunbolt for offense.  Defensively, they may use Wall of Light to enemy block lines of sight (Glitterghouls have Bright Vision, so can still see through).
  
 
ST: 11 HP: 12 Speed: 6
 
ST: 11 HP: 12 Speed: 6
 
 
DX: 11 Will: 11 Move: 7
 
DX: 11 Will: 11 Move: 7
 
 
IQ: 11 Per: 13
 
IQ: 11 Per: 13
 
 
HT: 11 FP: 13 SM: 0
 
HT: 11 FP: 13 SM: 0
 
 
Dodge: 10 Parry: 12 DR: 3
 
Dodge: 10 Parry: 12 DR: 3
 
 
Claws (14): 1d+2 cut.  
 
Claws (14): 1d+2 cut.  
 
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
 
Class: Mundane.
 
Class: Mundane.
 
 
Spells:  A Glitterghoul Champion knows all of the Hard spells of the Light and Darkness college at level 18, except for those that darken rather than illuminate.
 
Spells:  A Glitterghoul Champion knows all of the Hard spells of the Light and Darkness college at level 18, except for those that darken rather than illuminate.
  
  
'''Gurrug (Glitterghoul Leader)'''
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Gurrug (Glitterghoul Leader)
  
 
In combat, the foreclaws on Gurrug’s hands glow with a brilliant white light.  If the combat takes place at range, he is likely to engage in the same way as the Champions – by casting Sunbolt for offense and Wall of Light to block lines of sight.  However, if he must engage in hand to hand combat, or if there is a blind and helpless enemy conveniently nearby, he will strike with his blazing claws.
 
In combat, the foreclaws on Gurrug’s hands glow with a brilliant white light.  If the combat takes place at range, he is likely to engage in the same way as the Champions – by casting Sunbolt for offense and Wall of Light to block lines of sight.  However, if he must engage in hand to hand combat, or if there is a blind and helpless enemy conveniently nearby, he will strike with his blazing claws.
  
 
ST: 14 HP: 20 Speed: 7
 
ST: 14 HP: 20 Speed: 7
 
 
DX: 14 Will: 16 Move: 8
 
DX: 14 Will: 16 Move: 8
 
 
IQ: 15 Per: 17
 
IQ: 15 Per: 17
 
 
HT: 12 FP: 20 SM: 0
 
HT: 12 FP: 20 SM: 0
 
 
Dodge: 11 Parry: 13 DR: 4
 
Dodge: 11 Parry: 13 DR: 4
 
 
Claws (14): 2d impaling (2).
 
Claws (14): 2d impaling (2).
 
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
Traits:  Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).
 
 
Class: Mundane.
 
Class: Mundane.
 
 
Spells:  Gurrug knows all of the spells in the Light and Darkness college at level 21, except for those that darken rather than illuminate.
 
Spells:  Gurrug knows all of the spells in the Light and Darkness college at level 21, except for those that darken rather than illuminate.
  
  
'''Treasure'''
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Treasure
  
 
The Glitterghoul’s treasure, piled in a corner at the far end of the cavern, consists in 123 glass beads of various colors and sizes ($12 for the lot), 5 shards of broken glass (worthless), 3 chipped glass glasses (worthless), a twisted pair of spectacles (worthless), and the following three valuable stones:
 
The Glitterghoul’s treasure, piled in a corner at the far end of the cavern, consists in 123 glass beads of various colors and sizes ($12 for the lot), 5 shards of broken glass (worthless), 3 chipped glass glasses (worthless), a twisted pair of spectacles (worthless), and the following three valuable stones:
  
''Luckstone'':  2 carat turquoise enchanted with Talisman 2.  $300
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Luckstone:  2 carat turquoise enchanted with Talisman 2.  $300
  
''Fire Opal'': 4 carat reddish opal enchanted with Rain of Fire.  It possesses a soft inner glow and is always strangely warm to the touch.  $17,000
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Fire Opal. 4 carat reddish opal enchanted with Rain of Fire.  It possesses a soft inner glow and is always strangely warm to the touch.  $17,000
  
''Rock of Refusal'':  2 carat white calcite enchanted with Utter Wall.  The calcite feels as heavy as a rock twice the size.  $20,250
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Rock of Refusal:  2 carat white calcite enchanted with Utter Wall.  The calcite feels as heavy as a rock twice the size.  $20,250
  
=3. Warden Common Room=
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8. Warden Common Room
  
 
This 5 yard by 5 yard room houses a pair of scratched wooden tables and six simple wooden chairs.  The walls have been painted white and the paintwork is still in good condition.  On one of the tables is an open glass bottle, a pack of cards and a brass candle-holder.  On the other table on three dead rats (further examination will reveal that they have been nailed there with iron nails).
 
This 5 yard by 5 yard room houses a pair of scratched wooden tables and six simple wooden chairs.  The walls have been painted white and the paintwork is still in good condition.  On one of the tables is an open glass bottle, a pack of cards and a brass candle-holder.  On the other table on three dead rats (further examination will reveal that they have been nailed there with iron nails).
  
  
=4. Kitchen and Storage=
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9. Kitchen and Storage
  
 
This 5 yard by 8 yard room appears to be a well-appointed kitchen, stacked with wooden boxes.  The kitchen contains a large stove, a long wooden table, and shelves holding an array of clay bowls and mugs and copper cooking implements.  Five dead rats have been nailed to the shelves with iron nails.
 
This 5 yard by 8 yard room appears to be a well-appointed kitchen, stacked with wooden boxes.  The kitchen contains a large stove, a long wooden table, and shelves holding an array of clay bowls and mugs and copper cooking implements.  Five dead rats have been nailed to the shelves with iron nails.
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The wooden boxes are empty apart from one, which contains six moth-eaten woolen blankets and a small family of rats.
 
The wooden boxes are empty apart from one, which contains six moth-eaten woolen blankets and a small family of rats.
  
[[Image: MunsterMonster.jpg]]
 
  
 
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10.  Execution Chamber
=5.  Execution Chamber=
 
  
 
This bare stone 3 yard x 3 yard room contains only a single item of furniture – a chipped cube of stone carved in the unmistakable shape of an executioner’s block.
 
This bare stone 3 yard x 3 yard room contains only a single item of furniture – a chipped cube of stone carved in the unmistakable shape of an executioner’s block.
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=6.  Torture Chamber=
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11.  Torture Chamber
  
 
This 7 yard by 10 yard room is filled with furniture designed to bring pain.  A rack stands in the far-left corner and a cross in the far right.  Between them stands a closed iron maiden, molded with the idiotically grinning face of a buffoon.  Iron manacles dangle from a hook in the ceiling and from nails in the walls hang strangle-shaped tools of glinting steel.
 
This 7 yard by 10 yard room is filled with furniture designed to bring pain.  A rack stands in the far-left corner and a cross in the far right.  Between them stands a closed iron maiden, molded with the idiotically grinning face of a buffoon.  Iron manacles dangle from a hook in the ceiling and from nails in the walls hang strangle-shaped tools of glinting steel.
  
  
'''Monster'''
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Monster
  
'''The Torture Golem'''
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The Torture Golem
  
 
The torture golem was built to cause suffering.  It is a rusty iron sphere, standing on two spindly metal legs and with six spindly metal arms, each set with numerous joints.  At the end of two of the arms are skeletal metal hands, while the other four are all set with unique, weirdly shaped knifes.  Its limbs clank and grind as it moves, sometimes making sparks fly.
 
The torture golem was built to cause suffering.  It is a rusty iron sphere, standing on two spindly metal legs and with six spindly metal arms, each set with numerous joints.  At the end of two of the arms are skeletal metal hands, while the other four are all set with unique, weirdly shaped knifes.  Its limbs clank and grind as it moves, sometimes making sparks fly.
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ST: 30  HP: 40 Speed: 7
 
ST: 30  HP: 40 Speed: 7
 
 
DX: 14 Will: 16 Move: 7
 
DX: 14 Will: 16 Move: 7
 
 
IQ: 3 Per: 12
 
IQ: 3 Per: 12
 
 
HT: 12 FP: 30 SM: 1
 
HT: 12 FP: 30 SM: 1
 
 
Dodge: 12 Parry: N/A DR: 5
 
Dodge: 12 Parry: N/A DR: 5
 
 
Weapons (15):  2 Hands (1d crush), 2 Slashers (1d cut), 2 Impalers (1d impale).  The torture golem may attack with all 6 in a single second, dividing its attacks between targets any way it wants, without penalty.
 
Weapons (15):  2 Hands (1d crush), 2 Slashers (1d cut), 2 Impalers (1d impale).  The torture golem may attack with all 6 in a single second, dividing its attacks between targets any way it wants, without penalty.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Punish invaders of protected place); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, No Vitals).
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Punish invaders of protected place); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, No Vitals).
 
 
Skills: Brawling-18.
 
Skills: Brawling-18.
 
 
Class: Construct.
 
Class: Construct.
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Notes:  Completely evil and too insane to communicate or negotiate.
  
Notes:  Completely evil and too insane to communicate or negotiate.
 
  
=7.  Temple=
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12.  Temple
  
 
This round room of 10 yards diameter is dominated by a sandstone dais on which stands a marble statue of a man covered head to toe in plate armor, small wings set at the sides of his helmet.  In his right hand, he holds an axe and in his left a bundle of rods - he holds the two crossed across his chest.  His mail is marked with the sign of an X.  The sandstone walls are engraved with depictions of kneeling humans, their arms bound behind them and their heads down.
 
This round room of 10 yards diameter is dominated by a sandstone dais on which stands a marble statue of a man covered head to toe in plate armor, small wings set at the sides of his helmet.  In his right hand, he holds an axe and in his left a bundle of rods - he holds the two crossed across his chest.  His mail is marked with the sign of an X.  The sandstone walls are engraved with depictions of kneeling humans, their arms bound behind them and their heads down.
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'''Monsters'''
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Monsters
  
'''6 Grave Worms'''
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6 Grave Worms
  
 
A Grave Worm is a white maggot the size of a horse, with spiked black pincers protruding from its head.  Its body is constantly wriggling, even while in combat.  They are carnivores and will immediately attack any creature they smell.
 
A Grave Worm is a white maggot the size of a horse, with spiked black pincers protruding from its head.  Its body is constantly wriggling, even while in combat.  They are carnivores and will immediately attack any creature they smell.
  
 
ST: 20 HP: 20 Speed: 4
 
ST: 20 HP: 20 Speed: 4
 
 
DX: 11 Will: 0 Move: 4
 
DX: 11 Will: 0 Move: 4
 
 
IQ: 0 Per: 10
 
IQ: 0 Per: 10
 
 
HT: 11 FP: 15 SM: 0
 
HT: 11 FP: 15 SM: 0
 
 
Dodge: N/A Parry: N/A DR: 2
 
Dodge: N/A Parry: N/A DR: 2
 
 
Bite (14): 2d impale.  A Grave Worm that successfully damages a target becomes attached and will automatically suck blood for 1d6 HP until removed by killing it or overcoming its ST to pull it off.
 
Bite (14): 2d impale.  A Grave Worm that successfully damages a target becomes attached and will automatically suck blood for 1d6 HP until removed by killing it or overcoming its ST to pull it off.
 
 
Traits:  High Pain Threshold; Infravision; Striking ST +3 (ST 13); Vermiform; Wild Animal.
 
Traits:  High Pain Threshold; Infravision; Striking ST +3 (ST 13); Vermiform; Wild Animal.
 
 
Skills: Brawling-14; Stealth-15.
 
Skills: Brawling-14; Stealth-15.
 
 
Class: Dire Animal.
 
Class: Dire Animal.
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\
  
=8.  The Stairway Down=
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13.  The Stairway Down.
  
 
The entrance to level 7 has been blocked and concealed as stone floor.  Allow the party to notice it by some means.  To determine which PC gets the honor of noticing it, start roll for the highest of Vision, Observation, or Per-based Traps in the party, working down the list until somebody notices it.  If every roll fails for some reason, just pretend that one of them was a success and let a character notice the concealed entrance.
 
The entrance to level 7 has been blocked and concealed as stone floor.  Allow the party to notice it by some means.  To determine which PC gets the honor of noticing it, start roll for the highest of Vision, Observation, or Per-based Traps in the party, working down the list until somebody notices it.  If every roll fails for some reason, just pretend that one of them was a success and let a character notice the concealed entrance.
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The door is not locked.  However, just before the arched doorway that leads into Room 1 of Level 7 is a pit trap, disguised as stone floor by a thin sheet of slate held up with wood.
 
The door is not locked.  However, just before the arched doorway that leads into Room 1 of Level 7 is a pit trap, disguised as stone floor by a thin sheet of slate held up with wood.
  
 
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Covered Pit: 30’-deep spiked pit under 10’x10’ section of false floor.
''Covered Pit Trap''
 
 
 
30’-deep spiked pit under 10’x10’ section of false floor.
 
 
 
 
Detect: Per-based Traps.
 
Detect: Per-based Traps.
 
 
Disarm: No.
 
Disarm: No.
 
 
Circumvent: DX or Jumping – or automatic with ladder, board, etc.
 
Circumvent: DX or Jumping – or automatic with ladder, board, etc.
 
 
Evade: No.
 
Evade: No.
 
 
Effects: 3d impaling.
 
Effects: 3d impaling.
 
 
Shots: Constant.
 
Shots: Constant.
 
 
Steal: No.
 
Steal: No.
 
='''The Wandering Monster'''=
 
 
At some point as they explore this level, the PCs will be attacked by the demon Shedeth the Scourge.  Shedeth will be look for an opportunity to ambush the party when they are at their weakest, though he won’t attack them if they are already in combat with something else.  Preferably, the PCs shouldn’t meet Shedeth until they have seen the rats he has nailed up in rooms 8 and 9.
 
 
'''Shedeth the Scourge'''
 
 
Shedeth the Scourge is a seven-foot tall demon with the head of a great fly, the chest and arms of an ape, and the lower body of serpent.  He wears a rusty crown or iron that is embedded in his skull, has a bandolier of nails slung over his shoulder, and carries a massive nine-thong whip with glinting steel hooks set into the tails. 
 
 
Shedeth has the ability to become incorporeal for the purpose of passing through walls, though he cannot be incorporeal if he is not passing through a wall.
 
 
If captured, Shedeth the Scourge will do anything to have his life spared.  However, Shedeth is compelled to lie with every sentence he speaks (or writes), a rule he is incapable of breaking.  He knows the layout of the level and is familiar with its inhabitants, though he doesn’t know the names of the three “ghosts”.
 
 
ST: 16 HP: 20 Speed: 6
 
 
DX: 11 Will: 10 Move: 6
 
 
IQ: 8 Per: 9
 
 
HT: 12 FP: 20 SM: 0
 
 
Dodge: 12 Parry: N/A DR: 2
 
 
Claws (14): 1d cut.
 
 
Weapon (20):  Barbed Whip.  1d cut x 6.  Any character struck by Shedeth’s whip must win a quick contest of ST or DX against Shedeth’s weapon skill of 15 or fall down.  Any character damaged by Shedeth’s whip suffers the effects of an Agonize spell, cast at level 15.
 
 
Notes:  Speaks Common.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Cause Torment); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals); Supernatural Durability (Can only be killed by supernatural damage).
 
 
Skills: Brawling-16; Melee Weapon (Whip)-20, Stealth-18.
 
 
Class: Demon.
 
 
[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory Table of Contents]
 
 
[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory:_LEVEL_7:_The_Tomb LEVEL 7: The Tomb]
 

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