Editing Beneath Castle Everglory: LEVEL 7: The Tomb

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1.  Entryway
[[Image: Dead_Dance.jpg]]
 
 
 
=1.  Entryway=
 
  
 
This round, white marble room is 8 yards in diameter.  Standing in alcoves in the wall are 7 white figures dressed in burial sheets and holding two-handed swords.  Engraved in the marble are depictions of a variety of birds, standing or in flight.  For some reason, the room smells of roses and lilacs.
 
This round, white marble room is 8 yards in diameter.  Standing in alcoves in the wall are 7 white figures dressed in burial sheets and holding two-handed swords.  Engraved in the marble are depictions of a variety of birds, standing or in flight.  For some reason, the room smells of roses and lilacs.
  
  
'''Monsters'''
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Monsters
  
'''7 Grave Wardens'''
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7 Grave Wardens  
  
 
The Grave Wardens are remarkably well-preserved, looking much as they did in life, save for the fact that their skin is white as paper and their eyes have shriveled to the point that they hang from their sockets.  They are four men and three women, dressed in white burial sheets and standing motionless against the walls, holding shining, steel two-handed swords with the points resting on the stone floor.   
 
The Grave Wardens are remarkably well-preserved, looking much as they did in life, save for the fact that their skin is white as paper and their eyes have shriveled to the point that they hang from their sockets.  They are four men and three women, dressed in white burial sheets and standing motionless against the walls, holding shining, steel two-handed swords with the points resting on the stone floor.   
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ST: 20 HP: 25 Speed: 6
 
ST: 20 HP: 25 Speed: 6
 
 
DX: 14 Will: 16 Move: 6
 
DX: 14 Will: 16 Move: 6
 
 
IQ: 12 Per: 16
 
IQ: 12 Per: 16
 
 
HT: 12 FP: 40 SM: 0
 
HT: 12 FP: 40 SM: 0
 
 
Dodge: 12 Parry: 12 (Two-Handed Sword) DR: 5
 
Dodge: 12 Parry: 12 (Two-Handed Sword) DR: 5
 
 
Weapon (16): Greatsword (4d+1 cut).  Any character damaged by the sword of a Grave Warden is the subject of a Death Vision spell, cast at level 15.
 
Weapon (16): Greatsword (4d+1 cut).  Any character damaged by the sword of a Grave Warden is the subject of a Death Vision spell, cast at level 15.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Allow nobody in); 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; Higher Purpose (Allow nobody in); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
  
'''Treasure'''
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Treasure
  
 
The 7 steel two-handed swords are of simple design but are fine and balanced.  ($6,400 each, wt. 7)
 
The 7 steel two-handed swords are of simple design but are fine and balanced.  ($6,400 each, wt. 7)
  
=2.  First Fresco=
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 +
2.  First Fresco
  
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  There seem to be three distinct scenes on each wall, but in almost all of the scenes, the fresco has been marred in one or more places by the melting of paint, leaving nothing but a blurred stain on the wall.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  There seem to be three distinct scenes on each wall, but in almost all of the scenes, the fresco has been marred in one or more places by the melting of paint, leaving nothing but a blurred stain on the wall.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
  
 
Left Wall
 
Left Wall
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The whole left half of the third scene is blurred.  The right half shows a tall, elderly woman, wearing simple white robes and with long white hair falling loose down her back.  She stares stoically in the direction of the blur, her right arm raised at forty-five degrees, her fingers spread open.  In the background, a wide paved courtyard stretches off toward a line of trees.
 
The whole left half of the third scene is blurred.  The right half shows a tall, elderly woman, wearing simple white robes and with long white hair falling loose down her back.  She stares stoically in the direction of the blur, her right arm raised at forty-five degrees, her fingers spread open.  In the background, a wide paved courtyard stretches off toward a line of trees.
 
  
 
Right Wall
 
Right Wall
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The entire left half of the third scene is blurred.  In the right half, facing left, sits what looks to be a bearded king, crowned and enthroned and wearing regal purple robes.  He sits with his hands resting on his knees, palms upwards.  Behind him, land stretches away to the horizon, divided into fenced fields.
 
The entire left half of the third scene is blurred.  In the right half, facing left, sits what looks to be a bearded king, crowned and enthroned and wearing regal purple robes.  He sits with his hands resting on his knees, palms upwards.  Behind him, land stretches away to the horizon, divided into fenced fields.
  
=3.  Second Fresco=
+
 
 +
3.  Second Fresco
  
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  The scene on each wall has been marred by the melting of paint.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  The scene on each wall has been marred by the melting of paint.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
  
 
Left Wall
 
Left Wall
  
 
The left wall depicts a sunny garden, filled with trees and with flowers of all colors.  In the foreground stands an ornamental wooden pagoda, painted in greens, blues and golds.  Around the pagoda is a pebbled courtyard where small red birds peck at the ground.  Inside the pagoda is an octagonal wooden table, but everything just to the left of the table has been melted away.  PCs who have seen the pagoda in the garden level above will immediately recognize it in the picture.  There is no sign of the strange tree.
 
The left wall depicts a sunny garden, filled with trees and with flowers of all colors.  In the foreground stands an ornamental wooden pagoda, painted in greens, blues and golds.  Around the pagoda is a pebbled courtyard where small red birds peck at the ground.  Inside the pagoda is an octagonal wooden table, but everything just to the left of the table has been melted away.  PCs who have seen the pagoda in the garden level above will immediately recognize it in the picture.  There is no sign of the strange tree.
 
  
 
Right Wall
 
Right Wall
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The right wall depicts a fine oak-paneled hall, fit for a lord.  The mounted heads of animals line the wall, deer sharing space with a crocodile, a lion, a bear and a rhinoceros.  The long table that runs down the middle of the room bares a magnificent feast served on silver plates, but the carved wooden chairs are empty.  At the head of the table, the paint has run, leaving nothing but a dark blur.  PCs who have seen the Great Hall (Grandmother Chtikrix’s lair) in the Palace level above will immediately recognize it in the picture.
 
The right wall depicts a fine oak-paneled hall, fit for a lord.  The mounted heads of animals line the wall, deer sharing space with a crocodile, a lion, a bear and a rhinoceros.  The long table that runs down the middle of the room bares a magnificent feast served on silver plates, but the carved wooden chairs are empty.  At the head of the table, the paint has run, leaving nothing but a dark blur.  PCs who have seen the Great Hall (Grandmother Chtikrix’s lair) in the Palace level above will immediately recognize it in the picture.
  
=4.  Third Fresco=
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 +
4.  Third Fresco
  
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  On the left wall, the fresco has been marred by the melting of paint.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
The walls of this 4 yard by 8 yard room have been plastered and the plaster has been painted with brightly colored frescos.  On the left wall, the fresco has been marred by the melting of paint.  Read left to right while facing into the tomb, the scenes depicted are as follows.
 
  
 
Left Wall
 
Left Wall
  
 
Twelve figures, their bodies and faces entirely hidden by the voluminous white robes they wear, stand gathered with arms outstretched around what might be a long stone altar, carved with rows of stone orchards.  Whatever was on top of the altar is now nothing but a broad streak of melted paint, running down the sides.  In the background, a blue sky is filled with swirling white clouds and wheeling hawks.
 
Twelve figures, their bodies and faces entirely hidden by the voluminous white robes they wear, stand gathered with arms outstretched around what might be a long stone altar, carved with rows of stone orchards.  Whatever was on top of the altar is now nothing but a broad streak of melted paint, running down the sides.  In the background, a blue sky is filled with swirling white clouds and wheeling hawks.
 
  
 
Right Wall
 
Right Wall
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The fresco shows a street filled with weeping humans, all walking in the same direction.  Peasants trudge alongside fine ladies and gentlemen, all faces distorted with the depth of their grief.  A few people crawl and some appear to be whipping themselves or other weepers.  They are all barefoot and the cobbled road is stained with the bleeding of their feet.
 
The fresco shows a street filled with weeping humans, all walking in the same direction.  Peasants trudge alongside fine ladies and gentlemen, all faces distorted with the depth of their grief.  A few people crawl and some appear to be whipping themselves or other weepers.  They are all barefoot and the cobbled road is stained with the bleeding of their feet.
  
=5.  Brown Room=
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 +
5.  Brown Room
  
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in browns and oranges.  A velvet divan is placed before a small, ornate wooden table, on which sits a red clay mug.  Against the north wall is a stone ledge on which sit two bronze bowls.  One of them blazes with fire and other is filled to the brim with water.
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in browns and oranges.  A velvet divan is placed before a small, ornate wooden table, on which sits a red clay mug.  Against the north wall is a stone ledge on which sit two bronze bowls.  One of them blazes with fire and other is filled to the brim with water.
  
'''Treasure'''
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Treasure
 +
 
 +
The magic bowl of fire is worth only about $200.  It is impressive, but a bowl that always blazes can be highly inconvenient.  The magic bowl that always fills itself with water is worth $5,000.  It is inconvenient, but can also be quite useful.  The bowls weigh 2 lbs each.
  
''Vessel of Undying Flame''.  The magic bowl of fire is worth only about $200.  It is impressive, but a bowl that always blazes can be highly inconvenient.  The magic bowl that always fills itself with water is worth $5,000.  It is inconvenient, but can also be quite useful.  The bowls weigh 2 lbs each.
 
  
=6.  Yellow Room=
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6.  Yellow Room
  
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in yellows and golds.  Seven velvet armchairs are loosely arranged around an ornate table, the surface of which is divided by white lines and marked with numbers, apparently at random.  On one corner of the table sit six dice stacked together.  Along the north wall is a fine set of shelves containing finely cut glasses and unlabelled glass bottles filled with dark liquid.
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in yellows and golds.  Seven velvet armchairs are loosely arranged around an ornate table, the surface of which is divided by white lines and marked with numbers, apparently at random.  On one corner of the table sit six dice stacked together.  Along the north wall is a fine set of shelves containing finely cut glasses and unlabelled glass bottles filled with dark liquid.
  
'''Treasure'''
+
TreasureThe drinking set is altogether 4 lbs and worth $3,500 due to the lovely craftsmanship, though it is very fragile.  The bottles are filled with the same very fruity wine found in Level 5, Room 11.  There are 20 bottles in all, each weighing a lb and fetching up to $1,000 each in the right market.
 
 
The drinking set is altogether 4 lbs and worth $3,500 due to the lovely craftsmanship, though it is very fragile.  The bottles are filled with the same very fruity wine found in Level 5, Room 11.  There are 20 bottles in all, each weighing a lb and fetching up to $1,000 each in the right market.
 
  
[[image: 3794966132_71e756ac15.jpg]]
 
  
=7.  Bare Room=
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7.  Bare Room.
  
 
This square 8x8 yard room has bare stone walls.  8 desiccated corpses stand motionless along the south wall.
 
This square 8x8 yard room has bare stone walls.  8 desiccated corpses stand motionless along the south wall.
  
  
'''Monsters'''
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Monsters
  
'''8 Grave Attendants'''
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8 Grave Attendants
  
 
The grave attendants are corpses in advanced stages of decomposition, sewn into simple work clothes.  They wear white linen long-sleeved shirts sewn to white cotton gloves at the hands and to black linen trousers at the waist.  The trousers are stitched directly to black leather boots.  The dead have all had their mouths sewn shut and their eyes are yellowed and sunken.
 
The grave attendants are corpses in advanced stages of decomposition, sewn into simple work clothes.  They wear white linen long-sleeved shirts sewn to white cotton gloves at the hands and to black linen trousers at the waist.  The trousers are stitched directly to black leather boots.  The dead have all had their mouths sewn shut and their eyes are yellowed and sunken.
  
 
ST: 15 HP: 20 Speed: 5
 
ST: 15 HP: 20 Speed: 5
 
 
DX: 12 Will: 14 Move: 5
 
DX: 12 Will: 14 Move: 5
 
 
IQ: 12 Per: 16
 
IQ: 12 Per: 16
 
 
HT: 11 FP: 30 SM: 0
 
HT: 11 FP: 30 SM: 0
 
 
Dodge: 10 Parry: 10 (Brawling) DR: 2
 
Dodge: 10 Parry: 10 (Brawling) DR: 2
 
 
Claws (13): 1d cut.
 
Claws (13): 1d cut.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Obey); 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; Higher Purpose (Obey); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
 
The undead in this room are intelligent but have been undead slaves so long that they have become entirely passive.  They will not fight even if attacked but will otherwise obey any order given.  They will not communicate, however – they are psychologically incapable of trying to answer back.  Any attempt to read their minds will merely cause a Fright Check at -5, involving horrific visions of something the caster won’t be able to recall.
 
The undead in this room are intelligent but have been undead slaves so long that they have become entirely passive.  They will not fight even if attacked but will otherwise obey any order given.  They will not communicate, however – they are psychologically incapable of trying to answer back.  Any attempt to read their minds will merely cause a Fright Check at -5, involving horrific visions of something the caster won’t be able to recall.
  
=8.  Green Room=
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 +
8.  Green Room
  
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in greens and oranges.  The floor is dominated by a 7x7 square of bare dirt from which sprout three dead trees.  A red velvet divan sits against the east wall.
 
This square 8x8 yard room has plastered walls decorated with abstract swirls in greens and oranges.  The floor is dominated by a 7x7 square of bare dirt from which sprout three dead trees.  A red velvet divan sits against the east wall.
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=9.  Curtained Room=
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9.  Curtained Room.
  
 
The walls and ceiling of this 12 yard by 6 yard room are swathed in velvet curtains of dark red and blue and the floor is entirely carpeted by woven rugs.  A singled padded velvet chair sits near the entrance, while at the far end of the room can be seen 6 motionless figures, wrapped from head to toe in brightly colored bandages, veils and ribbons.  Three of them stand on a sandstone dais and holds instruments; a lyre, a reed flute and a small drum.  The other three stand in dance positions the floor below.  One of the dancers holds a staff tied with colorful veils, while the other two stand on either side, foot raised in the air to step forward.
 
The walls and ceiling of this 12 yard by 6 yard room are swathed in velvet curtains of dark red and blue and the floor is entirely carpeted by woven rugs.  A singled padded velvet chair sits near the entrance, while at the far end of the room can be seen 6 motionless figures, wrapped from head to toe in brightly colored bandages, veils and ribbons.  Three of them stand on a sandstone dais and holds instruments; a lyre, a reed flute and a small drum.  The other three stand in dance positions the floor below.  One of the dancers holds a staff tied with colorful veils, while the other two stand on either side, foot raised in the air to step forward.
  
  
'''Monsters'''
+
Monsters
  
 
The first instinct of the 6 undead performers in this chamber, upon learning of the party’s presence, will be to put on a show for them, with music and dancing.  They are unwilling or unable to communicate, but as long as the PCs don’t attempt to damage or remove anything, they will seek only to entertain the intruders as best they can.  If the PCs do attempt to damage or remove anything, the undead will attack.  Any attempt to read their minds will simply cause a Fright Check at -6, involving visions that the caster cannot afterwards remember.
 
The first instinct of the 6 undead performers in this chamber, upon learning of the party’s presence, will be to put on a show for them, with music and dancing.  They are unwilling or unable to communicate, but as long as the PCs don’t attempt to damage or remove anything, they will seek only to entertain the intruders as best they can.  If the PCs do attempt to damage or remove anything, the undead will attack.  Any attempt to read their minds will simply cause a Fright Check at -6, involving visions that the caster cannot afterwards remember.
  
  
'''Dancer of the Whirling Steps'''
+
Dancer of the Whirling Steps
  
 
When dancing, this corpse twirls around clockwise, its veils and ribbons streaming in the air.  It sweeps with its feet in wide arcs as it spins and when attacking an intruder, will use this motion to slash with the four steel razors bolted to each foot.
 
When dancing, this corpse twirls around clockwise, its veils and ribbons streaming in the air.  It sweeps with its feet in wide arcs as it spins and when attacking an intruder, will use this motion to slash with the four steel razors bolted to each foot.
 
 
ST: 15 HP: 20 Speed: 7
 
ST: 15 HP: 20 Speed: 7
 
 
DX: 14 Will: 18 Move: 7
 
DX: 14 Will: 18 Move: 7
 
 
IQ: 14 Per: 18
 
IQ: 14 Per: 18
 
 
HT: 12 FP: 30 SM: 0
 
HT: 12 FP: 30 SM: 0
 
 
Dodge: 13 Parry: N/A DR: 4
 
Dodge: 13 Parry: N/A DR: 4
 
 
Claws (15): 2d-1 cut.  Due to the whirling nature of the dance attack, all defenses against it are at -2.
 
Claws (15): 2d-1 cut.  Due to the whirling nature of the dance attack, all defenses against it are at -2.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
  
'''Dancer of the Whirling Sleeves'''
+
Dancer of the Whirling Sleeves
  
 
When dancing, this corpse twirls around counterclockwise, its veils and ribbons streaming in the air.  It sweeps with its arms in wide arcs as it spins, making its long sleeves billow.  When attacking, it will use this motion to slash with the four steel razors bolted to each hand.
 
When dancing, this corpse twirls around counterclockwise, its veils and ribbons streaming in the air.  It sweeps with its arms in wide arcs as it spins, making its long sleeves billow.  When attacking, it will use this motion to slash with the four steel razors bolted to each hand.
 
 
ST: 15 HP: 20 Speed: 7
 
ST: 15 HP: 20 Speed: 7
 
 
DX: 14 Will: 18 Move: 7
 
DX: 14 Will: 18 Move: 7
 
 
IQ: 14 Per: 18
 
IQ: 14 Per: 18
 
 
HT: 12 FP: 30 SM: 0
 
HT: 12 FP: 30 SM: 0
 
 
Dodge: 13 Parry: N/A DR: 4
 
Dodge: 13 Parry: N/A DR: 4
 
 
Claws (15): 2d-1 cut.  Due to the whirling nature of the dance attack, all defenses against it are at -2.
 
Claws (15): 2d-1 cut.  Due to the whirling nature of the dance attack, all defenses against it are at -2.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
  
'''Dancer of the Whirling Staff'''
+
Dancer of the Whirling Staff
  
 
When dancing, this corpse spins its staff in the air, making the colored veils swirl.  The veils hide the fact that the staff is set with steel razors.  The corpse will use the spinning motion of the dance to slash at intruders.
 
When dancing, this corpse spins its staff in the air, making the colored veils swirl.  The veils hide the fact that the staff is set with steel razors.  The corpse will use the spinning motion of the dance to slash at intruders.
 
Whirling dancer with razor flag pole
 
Whirling dancer with razor flag pole
 
 
ST: 15 HP: 20 Speed: 7
 
ST: 15 HP: 20 Speed: 7
 
 
DX: 14 Will: 18 Move: 7
 
DX: 14 Will: 18 Move: 7
 
+
IQ: 14 Per:  
IQ: 14 Per: 18
 
 
 
 
HT: 12 FP: 30 SM: 0
 
HT: 12 FP: 30 SM: 0
 
 
Dodge: 13 Parry: 13 (Staff) DR: 4
 
Dodge: 13 Parry: 13 (Staff) DR: 4
 
 
Weapon (15):  Bladed Staff (2d cut).  Anyone attempting to defend against the whiling staff of rags must win a quick contest of IQ against dancer’s skill of 15 or be mentally Stunned for a number of seconds equal to their margin of failure failure.
 
Weapon (15):  Bladed Staff (2d cut).  Anyone attempting to defend against the whiling staff of rags must win a quick contest of IQ against dancer’s skill of 15 or be mentally Stunned for a number of seconds equal to their margin of failure failure.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
  
'''Player of the Lyre'''
+
Player of the Lyre
  
 
ST: 14 HP: 20 Speed: 6
 
ST: 14 HP: 20 Speed: 6
 
 
DX: 12 Will: 20 Move: 6
 
DX: 12 Will: 20 Move: 6
 
 
IQ: 16 Per: 20
 
IQ: 16 Per: 20
 
 
HT: 12 FP: 28 SM: 0
 
HT: 12 FP: 28 SM: 0
 
 
Dodge: 12 Parry: N/A DR: 3
 
Dodge: 12 Parry: N/A DR: 3
 
 
Claws (15): 1d+2 cut.
 
Claws (15): 1d+2 cut.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
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'''Player of Pipes'''
+
Player of Pipes
  
 
ST: 14 HP: 20 Speed: 6
 
ST: 14 HP: 20 Speed: 6
 
 
DX: 12 Will: 20 Move: 6
 
DX: 12 Will: 20 Move: 6
 
 
IQ: 16 Per: 20
 
IQ: 16 Per: 20
 
 
HT: 12 FP: 28 SM: 0
 
HT: 12 FP: 28 SM: 0
 
 
Dodge: 12 Parry: N/A DR: 3
 
Dodge: 12 Parry: N/A DR: 3
 
 
Claws (15): 1d+2 cut.
 
Claws (15): 1d+2 cut.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
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'''Player of Drums'''
+
Player of Drums
  
 
ST: 14 HP: 20 Speed: 6
 
ST: 14 HP: 20 Speed: 6
 
 
DX: 12 Will: 20 Move: 6
 
DX: 12 Will: 20 Move: 6
 
 
IQ: 16 Per: 20
 
IQ: 16 Per: 20
 
 
HT: 12 FP: 28 SM: 0
 
HT: 12 FP: 28 SM: 0
 
 
Dodge: 12 Parry: N/A DR: 3
 
Dodge: 12 Parry: N/A DR: 3
 
 
Claws (15): 1d+2 cut.
 
Claws (15): 1d+2 cut.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Theater); 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; Higher Purpose (Defend the Theater); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
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'''Treasure'''
+
Treasure
  
 
Staff:  The strange bladed staff is impossible for a normal person to use effectively as a weapon and it is thus worthless.
 
Staff:  The strange bladed staff is impossible for a normal person to use effectively as a weapon and it is thus worthless.
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Rugs:  There are 100 square feet of thick and excellently-woven rugs in all, weighing 150 lbs and worth $10,000.
 
Rugs:  There are 100 square feet of thick and excellently-woven rugs in all, weighing 150 lbs and worth $10,000.
  
=10.  Temple=
+
 
 +
10.  Temple
  
 
This round room is 10 yards in diameter the walls are bare, roughly-carved stone.  Standing in the very middle is a 15 foot high statue of a tree with a skull at the end of every branch, carved in basalt.  Some of the skulls look to be human or humanoid while others are animal skulls.  A pile of real human skulls lie a foot deep around the basalt roots.
 
This round room is 10 yards in diameter the walls are bare, roughly-carved stone.  Standing in the very middle is a 15 foot high statue of a tree with a skull at the end of every branch, carved in basalt.  Some of the skulls look to be human or humanoid while others are animal skulls.  A pile of real human skulls lie a foot deep around the basalt roots.
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'''Monsters'''
+
Monsters
  
'''3 Remnants'''
+
3 Remnants
  
 
3 of the skeletons are more than they seem.  Numbers 3, 7, and 11 (counting from left to right) are sentient and magically powerful undead, although they can no longer move their physical remains.  They remain in psychic communication, so anything one knows, all the others know as well and they are able to coordinate their efforts.
 
3 of the skeletons are more than they seem.  Numbers 3, 7, and 11 (counting from left to right) are sentient and magically powerful undead, although they can no longer move their physical remains.  They remain in psychic communication, so anything one knows, all the others know as well and they are able to coordinate their efforts.
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'''Slave of Eternal Desire'''
+
Slave of Eternal Desire
  
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
 
DX: 14 Will: 22 Move: 7
 
DX: 14 Will: 22 Move: 7
 
 
IQ: 18 Per: 22
 
IQ: 18 Per: 22
 
 
HT: 13 FP: 40 SM: 0
 
HT: 13 FP: 40 SM: 0
 
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
 
Telekenisis (15): 3d cr.  Range: Anywhere in the temple.
 
Telekenisis (15): 3d cr.  Range: Anywhere in the temple.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Temple); 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; Higher Purpose (Defend the Temple); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
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'''Slave of Eternal Hunger'''
+
Slave of Eternal Hunger
  
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
 
DX: 14 Will: 22 Move: 7
 
DX: 14 Will: 22 Move: 7
 
 
IQ: 18 Per: 22
 
IQ: 18 Per: 22
 
 
HT: 13 FP: 40 SM: 0
 
HT: 13 FP: 40 SM: 0
 
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
 
Telekenisis (15): 3d cr. Range: Anywhere in the temple.
 
Telekenisis (15): 3d cr. Range: Anywhere in the temple.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Defend the Temple); 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; Higher Purpose (Defend the Temple); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
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'''Slave of Eternal Madness'''
+
Slave of Eternal Madness
  
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
ST: 29 (Telekinesis only) HP: 30 Speed: 7
 
 
DX: 14 Will: 22 Move: 7
 
DX: 14 Will: 22 Move: 7
 
 
IQ: 18 Per: 22
 
IQ: 18 Per: 22
 
 
HT: 13 FP: 40 SM: 0
 
HT: 13 FP: 40 SM: 0
 
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
Dodge: 12 Parry: 12 (Telekinetic) DR: 6
 
 
Telekenisis (15): 3d cr. Range: Anywhere in the temple.
 
Telekenisis (15): 3d cr. Range: Anywhere in the temple.
 
 
Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Higher Purpose (Defend the Temple); 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; Higher Purpose (Defend the Temple); Injury Tolerance (No Blood, No Vitals).
 
 
Class: Undead.
 
Class: Undead.
  
 
The Slave of Eternal Madness knows the following spells at level 21 and may cast them with no gestures or incantations:  Daze, Detect Magic, Dispel Magic, Disorient, Dull (Sense), Drunkenness, Dullness, Fear, Foolishness, Forgetfulness, Know Illusion, Madness, Mage Sight, Mass Daze, Mental Stun, Panic, Recover Energy, See Invisible, Terror , Ward, Weaken Will.
 
The Slave of Eternal Madness knows the following spells at level 21 and may cast them with no gestures or incantations:  Daze, Detect Magic, Dispel Magic, Disorient, Dull (Sense), Drunkenness, Dullness, Fear, Foolishness, Forgetfulness, Know Illusion, Madness, Mage Sight, Mass Daze, Mental Stun, Panic, Recover Energy, See Invisible, Terror , Ward, Weaken Will.
  
=11.  Antechamber=
+
 
 +
11.  Antechamber
  
 
This 6 yard high, 6 yard broad and 12 yard long room has walls of rough granite, pockmarked as if soaked in acid.  Six sandstone columns line the path to wide granite stairs leading up to an arched doorway barred by oaken doors and an iron grille.  Along the east and west walls stand a row of three basalt altars, making 6 in all, and upon each altar lies a human skeleton, bound to the stone by an iron collar around the neck and two inches of chain.
 
This 6 yard high, 6 yard broad and 12 yard long room has walls of rough granite, pockmarked as if soaked in acid.  Six sandstone columns line the path to wide granite stairs leading up to an arched doorway barred by oaken doors and an iron grille.  Along the east and west walls stand a row of three basalt altars, making 6 in all, and upon each altar lies a human skeleton, bound to the stone by an iron collar around the neck and two inches of chain.
Line 383: Line 299:
 
The great oaken doors are not just locked (-5 to Lockpicking, Construction: Vault (see DF 2, p.18)), but trapped.
 
The great oaken doors are not just locked (-5 to Lockpicking, Construction: Vault (see DF 2, p.18)), but trapped.
  
 
+
Falling Granite Block: Granite block drops in front of anyone standing in front of the doorway, triggered by touching the doors.
''Falling Granite Block Trap''
 
 
 
Granite block drops in front of anyone standing in front of the doorway, triggered by touching the doors.
 
 
 
 
Detect: Per-based Traps at -9.
 
Detect: Per-based Traps at -9.
 
 
Disarm: DX-based Traps. Failure triggers!
 
Disarm: DX-based Traps. Failure triggers!
 
 
Circumvent: Touch the doors with a pole.  Then somehow deal with the granite block blocking your way.
 
Circumvent: Touch the doors with a pole.  Then somehow deal with the granite block blocking your way.
 
 
Evade: Hearing roll at -2 allows Dodge at -2.
 
Evade: Hearing roll at -2 allows Dodge at -2.
 
 
Effects: 6d crushing.
 
Effects: 6d crushing.
 
 
Shots: 1.
 
Shots: 1.
 +
Rearm, Steal: No.
  
Rearm, Steal: No.
 
  
=12.  Final Resting Place of the Forgotten King=
+
12.  Final Resting Place of the Forgotten King.
  
 
This is a cubic room, 7 yards to a side, with walls of smooth unadorned granite.  The stench of rotting flesh in here is shocking.
 
This is a cubic room, 7 yards to a side, with walls of smooth unadorned granite.  The stench of rotting flesh in here is shocking.
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'''Monsters'''
+
Monsters
  
'''The Forgotten King'''
+
The Forgotten King
  
 
ST: 40 HP: 60 Speed: 8
 
ST: 40 HP: 60 Speed: 8
 
 
DX: 15 Will: 25 Move: 8
 
DX: 15 Will: 25 Move: 8
 
 
IQ: 20 Per: 20
 
IQ: 20 Per: 20
 
 
HT: 13 FP: 50 SM: 2
 
HT: 13 FP: 50 SM: 2
 
 
Dodge: N/A Parry: N/A DR: 2
 
Dodge: N/A Parry: N/A DR: 2
 
 
Engulfment (15): 4D.  May not be Blocked or Parried.  Engulfed characters cannot breathe.  Once a character has been engulfed, they stay engulfed and automatically take damage each turn unless they break free with a successful ST-2 roll.  Breaking free takes an entire second and allows for no other action.  The king can engulf up to 40 ST worth of characters.
 
Engulfment (15): 4D.  May not be Blocked or Parried.  Engulfed characters cannot breathe.  Once a character has been engulfed, they stay engulfed and automatically take damage each turn unless they break free with a successful ST-2 roll.  Breaking free takes an entire second and allows for no other action.  The king can engulf up to 40 ST worth of characters.
 
 
Spray of Corruption (15): 2d(5) toxic + follow-up 1d toxic (3 one-second cycles). (Jet, Range 10/20).  Characters who fail to roll against DX+2 are blinded for seconds equal to their margin of failure.
 
Spray of Corruption (15): 2d(5) toxic + follow-up 1d toxic (3 one-second cycles). (Jet, Range 10/20).  Characters who fail to roll against DX+2 are blinded for seconds equal to their margin of failure.
 
 
Traits: Amphibious; Combat Reflexes; Dark Vision, Detect (Supernatural), Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunize to Non-Magical Weapons; Injury Tolerance (Diffuse); Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers).
 
Traits: Amphibious; Combat Reflexes; Dark Vision, Detect (Supernatural), Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunize to Non-Magical Weapons; Injury Tolerance (Diffuse); Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers).
 
 
Class: Undead.
 
Class: Undead.
 
 
Notes:  Too insane to communicate or negotiate.
 
Notes:  Too insane to communicate or negotiate.
  
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'''7 Pudding Zombies'''
+
7 Pudding Zombies
  
 
Pudding Zombies are 250 pounds or so of liquid undead that come in various shades of brown and dark green.  They are composed of lumpy, rotting, liquefied flesh and their stench is indescribable.
 
Pudding Zombies are 250 pounds or so of liquid undead that come in various shades of brown and dark green.  They are composed of lumpy, rotting, liquefied flesh and their stench is indescribable.
  
 
ST: 14 HP: 18 Speed: 5
 
ST: 14 HP: 18 Speed: 5
 
 
DX: 12 Will: 11 Move: 5
 
DX: 12 Will: 11 Move: 5
 
 
IQ: 1 Per: 10
 
IQ: 1 Per: 10
 
 
HT: 12 FP: N/A SM: 0
 
HT: 12 FP: N/A SM: 0
 
 
Dodge: 10Parry N/A DR: 2
 
Dodge: 10Parry N/A DR: 2
 
 
Kiss (15): Pudding Zombies attack the face at no penalty.  If they succeed, they attach themselves, blinding and deafening their host as well as making it impossible for them to breathe.  They may be removed through a successful contest of ST but will otherwise remain until either they or the host are killed.  If there are no faces around to attack, one Pudding Zombie may temporarily merge with another who has already laid claim to a face – creating a zombie with twice as much ST and twice as many hit points.  Merged zombies may separate again at will.
 
Kiss (15): Pudding Zombies attack the face at no penalty.  If they succeed, they attach themselves, blinding and deafening their host as well as making it impossible for them to breathe.  They may be removed through a successful contest of ST but will otherwise remain until either they or the host are killed.  If there are no faces around to attack, one Pudding Zombie may temporarily merge with another who has already laid claim to a face – creating a zombie with twice as much ST and twice as many hit points.  Merged zombies may separate again at will.
 
 
Traits: Amphibious; Dark Vision, Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers).
 
Traits: Amphibious; Dark Vision, Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers).
 
 
Class: Undead.
 
Class: Undead.
 
 
Notes:  Too insane to communicate or negotiate.
 
Notes:  Too insane to communicate or negotiate.
  
  
'''Treasure'''
+
Treasure
  
 
At the bottom of the sarcophagus, under the filthy brown liquid that is the king’s body, lies a platinum crown.
 
At the bottom of the sarcophagus, under the filthy brown liquid that is the king’s body, lies a platinum crown.
  
''Crown of the Unknown King''
+
Crown of the Unknown King
  
 
This heavy (wt. 3lbs) platinum crown is covered in twisting spires of metal of different lengths and thickness, arranged in no discernible pattern.  Engraved around the band are the letters of the alphabet in order, each written simply, with no flourish or decoration.  Connoisseurs of fine jewelry are likely to find the crown ugly.  Others are just likely to think that it looks weird.
 
This heavy (wt. 3lbs) platinum crown is covered in twisting spires of metal of different lengths and thickness, arranged in no discernible pattern.  Engraved around the band are the letters of the alphabet in order, each written simply, with no flourish or decoration.  Connoisseurs of fine jewelry are likely to find the crown ugly.  Others are just likely to think that it looks weird.
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[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory Table of Contents]
 
[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory Table of Contents]
 
[[Image: Dancemacabre1460.jpg]]
 

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