Editing Beneath Castle Everglory: LEVEL 7: The Tomb

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[[Image: Dead_Dance.jpg]]
 
 
 
=1.  Entryway=
 
=1.  Entryway=
  
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'''Treasure'''
 
'''Treasure'''
  
''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.
+
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=
 
=6.  Yellow Room=
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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=
 
=7.  Bare Room=
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'''Monsters'''
+
Monsters
  
'''8 Grave Attendants'''
+
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=
 
=8.  Green Room=
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'''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=
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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=
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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=
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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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