House Of Stone Rooms
Room 001
"This room is brightly lit by a sconce with 2 light rocks covered
with a layer of dust coloring the light faintly brown. There is a
circular bar and a table with 8 chairs around it. There is a place
setting on the round table that consists of a wine glass and a Beer
stein with a gold lid worth 140gp each. Everything in this
room is covered with dust."
Officers Staff Room
The beauty of the glass ware will only be revealed if someone takes
one and brushes it off. They are legally carved with the 4 arrow
Normad sigil. The glasses are all made of cloudy quartz and all of
them match. Each is . All together they weigh 1 lb.
Room 002 - Entrance
"From 30' away you can see a light source shining through the dense
fog. As you approach you can see the light comes from a partially
open double doors. A tree blocks the doorway and keeps the door
open".
The double doors on the W. wall of this room stand ajar with a small
tree standing in the middle of the opening. Obviously the tree
knocked the door in and now blocks the entry. Anyone entering will
need to crawl through a tiny space on the S. side of the tree, climb
through the remaining dried out branches or hack through the tree to
remove it.
To remove the tree, you will need to cut through the trunk and pull
the remaining pieces out; the tree is too wedged in to take it out
whole. The trunk is AC 5, hardness 3, HP 40. The instant the tree is
pulled from between the doors, they slam closed and the house begins
to remove it. It will never appear again.
"Looking around the bare branches of the dead tree you can see that
the room is lit on the E. wall with 2 flickering sconses and a
faintly glowing crystal chandaleer. There are 4 tables with chairs
around them and skeletal bodies can be seen. The statue of a lordly
looking man is in the NW corner".
The room was used as a conference room and a casual dining area.
A, B, C, D - There are 4 tables and 8 hairs each. There are 9 chain
mailed skeletons that are slumped over the tables. The tables only 2
brass candlabras and a pitcher on each.
E - The base of the statue is made of granite and the statue is made
from copper. A plaque below the painting reads "Duvinar Normad".It
is only ornamental. The man is clothed in ornate plate armor with a
long sword at his side. The visor is up and a noble face with a huge
mustache can be seen inside.
There are two pictures on the S. wall. The one on the E. is a
painting of the same noble looking man depicted in the
statue. If the painting is touched a magic mouth spell
is triggered saying "In battle, there is great honor". The one on
the W. is a dowager looking woman with white hair and rich clothes.
When touched this one says "Waiting is hard but a good man is worthy
of it".
Crystal Stein 100gp Crystal Wine 250gp
The S wall is a jousting tourney and a scene of 2 naked gladiator.s
with only bucklers and S. Swords with lots of cuts.
The pitchers each contain a "Jumping Jelly". The skeletal bodies of
their prey are scattered about the floor. They have become Small
Animal Undead. There are 4 rabbits, 3 squirrles and a small fox.
When a living body approaches within 10' they will animate and
attack. They may appear anywhere the DM desires. Hidden under chairs
and table legs are good spots.
If anyone touches any skeleton or the table or anything on the
table, the skeleton nearest the disturbance begins screaming.
Instantly, the other skeletons begin to rise from the table and
attack the players. Parts of their armor begins falling off as they
rise leaving them only partialy armored. Their swords are rusted and
pitted.
9 Skeletons
with Chain Mail (+2 to listed AC)
Room 003 - Entrance
Temple to the Goddess of Death
"When either door to this room is opened, a low moaning sound is
heard. Over this sound a spectral voice says in a scary voice "Only
those who have no fear of death will enter the temple of it's
goddess Gloomera". "
The room is totally dark, so a light source is required to see
anything inside.
A line of 6 statues stands about 2' away from the S. wall.
In the center of the room is a 14' high statue of a beautifully
wicked woman dressed in regal but enticing clothes.
On either side of her are 10' high statues of men. One is an
executioner and the other is the grim reaper.
The N. wall of this room is covered with a blood red alter. Behind
the alter is a tapestry depicting a beautiful black skinned woman
with black hair and black clothes that walks through a series of
scenes of mass death.
Each of the statues along the S. wall are life size depictions of
dead people carved out of Wax Stone with a large number of brown
colored veins running through it. The cause of death in each case is
obvious. 1-Cut throat, 2-Spike in the heart, 3-Eviscerated,
4-Hanged, 5-Heart cut out, 6-Head is backwards. Being made of Wax
Stone any attempt to damage them will be an attack on the house.
The statue in the center of the room is of Gloomera the goddess of
Death in her human guise. It is made of pure, black marble. There is
a raven on her shoulder covered with gems. In one hand she holds a
tiny poniard and a severed head in the other. The expression on her
face is one of rabid hunger and menace. It stands in the middle of a
5 sided mosaic made from semi-precious stones like lapis, agate,
jasper and feldstone. Small bits of Rainbow diamond are also used.
The mosaic forms many magical runes. When a human sacrifice is made
on the alter in the N. the statue will smile wickedly and point at
the basins on either side of the sacrifice and they will fill with
unholy water on the E. and poison on the W.
Anyone touching the statue who is of Evil alignment will receive
1d8+4 points of healing. A Good person will take the same amount of
damage unless a Will save DC 24 is made. Anyone of Neutral alignment
who touches it will be Confused for 1d12 minutes unless a will save
at DC 24 is made.
The alter is hardness 15 and a +2 magiical item for magic resistance
of most energy types.
The statues on either side of her look like they are made of silver.
Anyone molesting the statues will be sorry as both will come alive
as Silver
Guardians. Hardness of 10The Headsman sports a hood and a huge
double bladed ax across its chest. The other is the robed figure of
Grim Death with skeletal face and hands holding a scythe.
On the W. is a picture of her striding through the dead of a mighty
battle. In the middle is a picture of a fine dinner where all the
guests have died horribly by poison and she is shown smiling with a
small black bottle. The E. shows her smiling down from a balcony and
below are piles of bodies dead from the black plague with buboes
oozing.
The red alter is made of huge blocks of painted wood with a top made
of red veined jasper (a gigantic piece!). The top has 3
depressions. Two small ones on the E. and W. and a large oblong one
with 3 chain lengths with locks to hold the sacrifice.
The Statues made of house stone will also attack if the silver
guardians are damaged.
Each of them can grow 4 arms and has Att +4, Dam. 2d6+3
In the alter are bags of leather containing:
1,500 gold coins (1,500 gp)
sapphire pendant on gold chain (2,100 gp)
eyepatch with mock eye of sapphire and moonstone (1,000 gp)
emroidered and bejeweled glove (3,000 gp)
an anklet made of 12 tiny plates of gold linked with gilded wire and
fastened by a hook and eye, from each wire loop save the fastening
depends a wire-mounted gem, 11 in all, as follows: 4 white pearls, 6
violet garnets, 1 deep blue spinel (4,000 gp)
gemstone - bloodstone (40 gp), gemstone - chalcedony (80 gp),
gemstone - chysoprase (70 gp), gemstone - carnelian (80 gp),
gemstone - sard (70 gp), gemstone - carnelian (50 gp), gemstone -
black pearl (600 gp)
The stairways off of the secret door in the E. groans as they are
walked on. It sounds like people are being walked on when each step
is trodden on.
Room 004 - Entrance
This is a room that was most often used as a storage spot for the
coats and clocks of the guests. It is easy to see it is mostly empty
as there are two large light rock sconces on the S wall. On the
northern wall are 2 tapestrys.
A-This is a picture of 3 horses galloping across a snowy meadow. It
is very detailed and of very high quality. If the tapestry it
touched, it triggers an animated illusion of the same horses
in motion.
B-This tapestry depicts a room full of noble people at a formal
dress ball. If it is touched, the figures will appear to come to
live and begin dancing around the center of the room. They become 18
shadows.
They weigh 70lbs and are worth 5000gp for B and A is priceless (what
it brings at auction)
If they are removed from the wall, they are still valuable but the
illusion spells are negated. They weigh 40dlb each and are very
unwieldy. They can only be carried a short distance at a time.
The secret door on the E. wall can only be opened from the inside.
The trigger is a small square button of white stone in the ceiling.
It requires someone to either levitate up or hit the spot with a
projectile (AC 16). This is a Perception DC 20 to spot the door and
a Disable Device of 24 to find the button, then the button must be
pressed.
5 animated hat racks will approach anyone entering with a m.
mouth saying "Check your hat or cloak? in different pitched voices.
The door is locked with a bar and chains with a huge lock.
Room 005 - Entrance
Passage of the Portraits
The entrance to this room is off a long corridor lined with doors on
the E. side and archways in the W. wall to the N. and S. There is a
lot of light coming from 3 sconces each with 2 light rocks in each.
The light from this room creates pools of light on the long
corridor. There is a large pool of water in the center of the W.
wall of Rm 5. That wall is covered with portraits. There are 27 of
them ranging in size from miniatures of Normad family members from
long ago to very much larger portraits as large as 6'x8'. If the
players examine then closely they will get a perception roll at a DC
20 to see that appearance of the people depicted gets increasingly
less attractive and more "evil" looking.
While the party is examining the portraits, there are 3 that have a
magical effect.
- The most distinctive is also the largest. It is a portrait of
a woman about 30 years old sitting on a throne with a regal
bearing and beautiful face. If someone pauses in front of
this painting they see something different depending on the sex
of the viewer. Women see her rise to her feet and look at them
with disdain and superiority. Men will see her shift on the
throne and assuming a position that allows her dress to open up
her thighs and smile invitingly.
- The next magical picture is a small one of 2'x3'. It is of a
family of 5; husband, wife, 2 sons and a daughter aged 12, 8 and
3 respectivly. They are shown standing overlooking the town. The
only magical effect is that the people and animals in the town
move!
- Gnome with an enormous nose - like a huge sauage like penis.
He has been trapped in the painting but will be released when
someone kisses his picture. Naplinsakin. (This has been
destroyed by DV8s)
- The last one is only 18" square and pictures an old man with
a very long mustache. If this one is examined, they viewer will
see the mustache writhe and fling itself off the painting toward
them and change into a large snake with teeth dripping venom.
Unless a will save at a DC 12 is made the user will move back
against the wall behind them involuntarily from a fear like
effect.
- A picture of the graveyard
- A picture of the Ruin
- A picture of the interior of the Crypt with the alter area
scratched out
- A picture of the Norman Castle as it used to be with a May day
kind of celebration going on.\
Senior Servants Wing
Room 006
Head Butler
The Head Butler is confined to this room as the door is locked. When
the door is opened, the party will see an ornately furnished room
with a display case on the E. wall, a bed on the N. wall and a table
with 2 chairs in the center. A black clothed form can be seen
sitting at the table its head hanging down so only gray hair is
visible. In the next instant the Cadaver
Lord will rise from its chair facing the door and lunge toward
the door.
The bed is a 4 poster with wool curtains that would enclose the bed
entirely. The matress is in vary bad shape but looks like cotton
batting inside. There is a chest hidden under the bed. It is
locked, trapped and almost empty. The only thing inside is a formal
suit coat of highest quality black velvet with silver piping and
wide silk collar. This is a Coat of Persuasion. It grants the wearer
a +2 enhancement bonus to their Bluff and Diplomacy skills. It works
once per day and requires the activation phrase "Make me persuasive"
to begin its effect and lasts 1 hour.
The shelves hold inexpensive looking nic-nacks, books (all romance
novels) and 3 small boxes. In
one is 34gp and 12pp. In the second is full of tea. This is Dreamtime
tea. The last holds a lock of blond hair.
Room 007
Married Upstairs Caretakers
There is a bed along the E. wall with a chest at the end.
There are 2 headless skeletons kneeling in the center of the room.
There are 2 disembodied heads bobbing in mid-air. The female head is
a Screaming Severed
head and the male one is a Belching Severed
head.
The chest is locked (DC 20 to open) and contains several changes of
clothes for the couple, a small miniature portrait of an attractive
young loving man and womans wedding and a purse containing 46gp and
101sp. 6 CP on both headless bodies.
Room 008
Head Maids Room
This room has a comfortable looking curtained 4 poster bed. When the
door opens they see there are 2 men and one woman in the bed with 2
women and one man on the floor all are inflagrante delecto.
This room is empty except for an Animated Chair what will always
move toward the first person to enter the room. It is not aggressive
and it's behavior is benign. It may be removed from the house and
retain its magical effect.
Much of the servants in this part of the house took shelter in these
rooms and died. This room has 6
Vengeful Zombies.
There is a total of 21 Gp in mixed coins in all the bodies
Room 009
12 Wraiths
will rush out of this room when the door is opened or when the door
to Rm. 11 is opened. There is a trapped chest 2'3'X1.5'in the back
of the room. It is an fire trap. DC 26 to find and DC 28 to disarm.
If it goes off it does 2d12 to all in 5', 1d12 to all in 10'. The
chest is empty
Room 010
This room was once a nursery and rotted child toys are strewn about
the floor. A dismembered skeleton is scattered about the room. Each
limb is in a different corner of the room with the skull facing the
door and the torso on the bed along the E. wall. The soul of this
body has become an Attic
Whisperer.
This thing resembles a gray, emaciated child, with cobwebs and dust
for clothes and a fox skull for a head.
Attic Whisperer CR 4
XP 1,200
NE Small undead
Init +8; Senses darkvision 60 ft.; Perception +12
Aura sobs (10 ft.)
DEFENSE
AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1
size)
hp 45 (6d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed 20 ft.
Melee bite +9 (1d4–1 plus steal breath), touch +4 (steal voice)
STATISTICS
Str 9, Dex 19, Con --, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +2; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Bluff +9, Climb +8, Knowledge (history) +8, Knowledge (local)
+8, Perception +12, Stealth +17
Languages Common (plus any 2d4 from victims)
SPECIAL ABILITIES
Aura of Sobs (Su)
All of the voices that an attic whisperer steals linger around it in
an invisible but audible aura of unnerving childlike whimpers,
songs, and sobs. Any living creature that enters this area loses the
benefit of all bardic performances affecting it and takes a –1
penalty on all attack rolls, damage rolls, and Will saving throws.
The attic whisperer can suppress or reactivate its aura as a free
action. This aura is a sonic, mind-affecting effect.
Steal Breath (Su)
A creature bit by an attic whisperer must make a DC 16 Will save or
become fatigued for 1 hour. A fatigued creature that is bitten is
instead exhausted for 1 hour, and an exhausted creature falls asleep
for 1 hour if bitten. The sleeper can only be roused by killing the
attic whisperer or by using dispel magic, remove curse, or similar
effects. The save DC is Charisma-based.
Steal Voice (Su)
Any creature hit by an attic whisperer’s touch must make a DC 16
Will save or lose its ability to speak for 1 hour. During that time,
the creature cannot talk, cast spells with verbal components, use
auditory bardic performances, or use any other ability that requires
speech. Once an attic whisperer has stolen a creature’s voice, it
can perfectly mimic that voice at any time, even after its victim’s
voice has returned, and while using that voice can speak any
languages the victim knew. Those familiar with an individual’s voice
can make a Sense Motive check opposed by the attic whisperer’s Bluff
check to realize a mimicked voice is inauthentic. The save DC is
Charisma-based.
Variants
Variant Attic Whisperer
ECOLOGY
Environment any urban or ruins
Organization solitary, pair, or chorus (3–8)
Treasure incidental
An attic whisperer spawns as the result of a lonely or neglected
child’s death. Rather than animating the body of the dead youth, the
creature rises from an amalgam of old toys, clothing, dust, and
other objects associated with the departed—icons of the child’s
neglect. The widely varying materials that fuse together to form
these creatures lead to attic whisperers with vastly different
appearances. Attic whisperers linger in the places where they were
formed, typically old homes, orphanages, schools, debtors’ prisons,
workhouses, and similar places where children might be discarded.
When an attic whisperer first forms, it does so without a skull—this
does not impact the creature’s abilities in any way, but it usually
seeks out a small animal’s skull as a form of decoration soon after
it manifests.
An attic whisperers haunts shadowy, forgotten places like old
buildings and dilapidated institutions, places that were once homes
to both young children and subtle evils. Hiding in drafty attics and
moldy basements, an attic whisperer might lie dormant for decades
while the quick go about their lives—often a scant f loor away. The
coming of a new child, though, rekindles some hope in the creature,
its animating spirits motivated by loneliness, and ever seeking
comfort and companionship. Once an attic whisperer finds a potential
playmate, it does all it can to ensure it will never be lonely again
by attempting to lure its friend to it, singing nursery rhymes,
leaving trails of old toys, or calling out in the stolen voices of
other children.
Destroying an attic whisperer reduces it to its component parts,
usually consisting of dusty junk left to molder in the attics of old
houses, though a few items, such as china dolls, small lockets,
music boxes, precious marbles, fine teacups, sculpted metal
soldiers, or the like, may have some value.
Room 011
6 Ghouls
will rush out of this room when the door is opened or when the
door to Rm. 10 is opened. The bodies of 3 adventurers are here.
There are scattered bones that add up to 3 or maybe 5 people. They
are knawed and broken. They are a party of foolish adventurers that
arrived here and died soon after. They carried.
2 rusty swords 4 daggers, rotten shield
Coins |
300 pp, 400 gp
|
Objects |
- Gold Pendant set with Moonstone (1000 gp)
- Leather Belt with Electrum Bullseye Buckle (10 lbs)
- Antique design Ornate Silver Mirror (400 gp)
- Potion of Neutralize Poison (15th level)
|
Room 012
Everything in this room has been broken up. The bed has been cut
into pieces and the shelf on the S. wall has been reduced to
kindling.
Room 013
This room has been ransacked and has nothing of value. The small bed
on the E. wall has been ripped open and the cabinet on the S. wall
has been emptied.
End of Servants Quarters.
Room 014
Main Ballroom
This is a large room. It is one of the few rooms in the House of
Stone that has a wooden floor over the stone. As such, it is a "safe
zone" in that the house can not detect their footsteps here.l Unless
the walls or fixtures are attacked here, the House will not know
where they are.
In the center of the room is an enormous chandelier with 6 tiers of
tiny light rocks interspersed with crystals that create a rainbow
pattern on the floor. If removed it would be worth 1200gp.
However molesting the fixtures is a good way to get the house to
strike back.
On the N. wall in the center is a statue of a majestic looking man
twice life size. It it Namik Normad the one who built this wing of
the house. On the S. Wall is a stage with a 1/2 circle "prompter"
cupola in front. There is a table in the center of the stage that is
covered by a red purple butterfly embroidered velvet table cloth
worth 250gp. There are 2 statues on either side of it. They are 10'
tall and are bloated squat humanoids made out of bricks. These
Amaimon
Devils that will be summoned to the N. wall area if the 500gp
sapphire gems are pried out of the eyes of the statue.
Room 015
There are 3 marble statues in this room.
13 Spectres
She is wearing a pearl necklace of 3 strands. It is worth 400gp. She
has a gold ring with a diamond worth 200 gp.
Room 016
This room is guarded by the Demon in room 020. There is a fortune
hidden in the pedestals of the statues of this room! But each is
guarded by the statue on top. The statues will come to life if they
are touched in any way. The only way to open the containers hidden
in the base is to move the statue off and defeat it.
A-Fossil
Golum - This statue looks to be made of white stone. It has
the form of a large Raptor dinosaur. It is about 12' tall The
stone looks fragile and dust covered. Not all of the bones look like
they are attached correctly in that the backbone isn't straight, but
is curved and the hip bone is strangely tilted to the left.
B-Alchemical
Golem - This does not look like a statue at all. It looks like
an experiment in chemistry by a mad man. The lower legs are made out
of spring-like tubing with feet made of round steel plates about 18"
across. The torso is made of a bronze tub upended with the open part
facing to the front. Inside the tub are bits of tubing, vials of
colored fluids, glowing stones and barbed wire. The arms are made of
2' lengths of steel tubing that can extend to 10' (giving it a 10'
reach) by telescoping suddenly to deliver punishing blows. The head
is attached to the body with a tangle of copper wire. The head is a
large glass globe filled with dark red smoke and a pale green liquid
the is continually bubbling out the red smoke.
C-Glass
Golum - This statue is made out of crystal in the form of a
Gnoll with extra big hands. The dazzling light will only appear if
the creature is touched. At that time, a brilliant light appears in
the center of the monsters chest.
D-Bone
Golumn - This statue looks like it's made of yellowed ivory.
It is larger than man size and could have been the remains of a
small 10' high giant. The odd thing is that the rib cage has been
stuffed with the arms and legs of humans.
Room 017 - Murals
This walls of this room (there is no number on the map for this
area) are completely covered with illusions. Sometimes there are
portraits of the Norman family members (12 framed pictures). Other
times there are murals of bucolic farmlands on the north and a
seascape on the other wall. Sometimes there are murals of a dark and
scary forest complete with monsters (werewolves, trents and giant
rats. The last illusion is of 2 lines of village people looking very
frightened.
Room 018
2 Ghosts - They will protect the room by rising from the bed if
anyone enters and then they attack.
Fanna Norman and Heubu Norman in their bedroom. They are angry about
being killed in their sleep.
There is a small chest inside the brick round table with a wooden
top 2" down from the brick lip
The right cabinet has some silver chains (3@40gp each) in a
wooden box the other has rotted food and 2 bottles of brandy still
good worth 40gp each
The wooden "table" in the circular brick "tank" is a false top.
Taking it off reveals a tub of rancid water. At the bottom of the
water is a case with a Ceremonal Daggers and a L. Sword worth 300
each dagger and 500 for the sword. They are functional weapons but
far more impressive in appearance.
There are 2 skeletons in the bed, but their clothing has
disintegrated and become mixed with the bedclothes
Room 019
DOWN TO THE DUNGEON
This room is like 18 but has no valuables. There is a book that is
in a box on a shelf that talks about the
rainbow diamonds.
The trapdoor near the S wall of this room looks like part of the
white stone of the House of Stone. It leads to the long stairway
that leads to the dungeon. It is well hidden and can only be
found on a perception roll of DC 30. Once the trapdoor is located, a
perception roll of 25 will reveal a hole that is covered with a
permanent illusion. This is a hole for a lock. Inserting anything
other than bone will trigger a spell that will trigger a magic
missile spell that will destroy the object. Trying to pick the lock
with bone tools is a DC30. The only effective way to open this lock
and access the trap door is with the key in the chest in the Family
Crypt located outside the House near the graveyard.
There is a chest under the water in the well that contains 2 potions
Prot. F. Arrows.
4
Cadavers
Room 020
A room where a demon is held within a pentagram of blue energy. The
whole room is lit by blue hot looking flames coming from inside the
petagram. The pentagram binds in and if released it is a Vrock
- a Taloned Demon.
The Secret door is found at DC 25 and opened at a DC 22. The E. wall
is covered by a floor to ceiling set of tapistries covered with
mystic symbols.A faint hiss sound comes from the pentagram. The
tapestry is heavy cloth and goes to within 2" of the door and 6"
from both ends. The teleport rune from castle Norman room #11 leads
to here.
Room 021 - Entrance
This room has 2 parts that are joined together with a large archway.
Room 21B is has a door in the S. wall that leads outside. Room 21 is
larger and has 2 tables. Both rooms were used as the mess hall
of those being billeted in the House.
Room 21 - 10 Barrow
Wights
There are 5 located on the N. side of the table near the door in the
W. The rest are on the N. side of the other table near the archway.
They will attack anyone entering either part of room 21.
The tables in this room (B and F) are made from large planks of pine
wood. They are covered in grafitti and crude carvings. The chairs
are made of barrels with a notch cut out. The staves removed were
then fitted to form the bottom of the chair.
The S. wall has 6 small Rainbow diamond windows.
A - This is an enormous mirror. It has no special effects other than
making the room look gigantic and brightly reflecting the light from
the chandelier.
The Huge Chandelier is made from 4 sets of Moose horns attached to a
wooden frame that hangs from the ceiling.
C - Painting of a barbarian warrior standing at attention holding t2
oversized double bladed battle axes. His eyes are red and his teeth
are bared in a grimace.
D -Painting of a Knight in shining armor riding a bay war house with
it barding in the Normad colors (red and gold) and carrying a Normad
shield with diagonal gold and black stripes with a Blood red diamond
in the center. The visor is closed. He wears a broad swrod at his
side and is carrying a horse lance on the left side.
E - This picture has been defaced with dozens of knife slashes that
have left the canvas in small strips. There isn't enough canvas left
to tell what it depicted, but the Normad colors can be seen.
G - This is a picture of a tough looking group of warriors. This
isn't a very good likeness and is an amateurish attempt at portrait
painting.
Room 21B - 4 Barrow
Wights - These Wights are slumped over the table when this
room is entered. They will attack anyone coming into either part of
room 21. Two are sitting next to the door outside and the other 2
are near the archway to the other part of 21.
The table in this room is soft pine wood unlike most of the other
tables in the House. It is made of large timbers and has been marked
with carvings of generations of men who ate there. The chairs
around this table are cut from large barrels.
In the W. wall there is a magical mirror. It is a simple illusion
spell that enhances the appearance of any who look in it. It was
created to bolster the moral and ego of the soldiers. Those looking
into the mirror will see a reflection that makes the person stronger
and more war like. It doesn't affect what is worn, only the skin of
the one reflected. It has no other effect.
There are two small ever burning lamps in the N. wall that shed a
rather dim light in this room. The brighter light is coming through
the archway to the other part of 21.
There are 4 of the Rainbow diamond windows in the S. wall.
Room 022 - Main Entrance
In the final days of the Normad family, this was the main entrance
to the House. It was always used by guests and family members.
The room is enormous. The ceiling in this room is 2 stories high.
The Rainbow Diamond windows in the N. wall are worth a fortune. Each
of them is 18" wide and 4' high. This is full of the shades.
Stroking Shadows.
The statues are Caryatid Column that awake with a door on the S. is
opened.
A A Beautiful women with arms welcoiming
B A slight young woman smiling at the door in the
N. C A Young man dressed like a
gladoator w/S,Sword
The Pictures are of a couple standing together looking very regal
purple tapistry and gold lamae curtains, Brigal Norman and Wife
Older - Doanal Normad and Wife more recent
Purple Tapistries Gold painted furnicture and Strong chin, weak
forehead. Black hair, High forhead and thick eyebrows.With a martial
backrond with crossed swords etc. from room 21.
Front door is a work of art. Carved with dwarves in a mine. Upper
left is entrance and the finely
Once The front doors are opened, the statues will animate and
gesture with welcoming. Attacking them won't have any effect.
There is a lock on the door going to the E. which is on the wall and
not on the door itself. Open on a DC 28.
Room 023
Haunts!
The secret passage along the W side of the room is 3.5' across and
the full 15' high. There are S. doors along it. The are "pocket
doors" that open on this side with a pull and from the other side
(in Rm 23, they are 28 to detect andDC 20 to open by pushing and
lifting the door in the bottom.
Fireplaces A, B, H, J - These are all basically the same as they are
made of the Wax Stone, arre 5' deep and 20' across with a 15'
opening to the flame. The flame is small magical wall of fire with a
permanancy spell cast on it.If you go inside the opening and look up
you can see up to the 2nd floor where a wall of fire with a perm.
spell is also burning!
Couches B, F, I - These couches are of fine manufacture and all are
of the same design. They are 2 sided couches sharing a back but
facing in oposite diredtions (the fireplaces in this case). They are
horse hair stuffed is dust red velour fabric with small carved
feet on the corners. IF they are searched there is 2sp and 5sp in
the cushions. They are still in generally good condition with only
some fading and a few rips in the covers.
Pictures:
D - SEDUCTION
Appearance: This is a series of three paintings, enamel on ceramic,
each one foot in length and width. In the first image, a succubus
transforms into a beautiful elven maiden wearing a thin dressing
gown. The second image shows the succubus in elven form flirting
shyly with a cleric of a god devoted to the destruction of demons
and devils. The final image shows the cleric and the succubus
embracing in a passionate kiss. One of the succubus’s hands has
reverted to claw form and is poised near the cleric’s exposed neck.
A perception roll of DC 15 reveals that the 3rd of the triptich has
a crach and is detachable from the other 2. Doing this will unleash
the Secubus that is imprisoned in it. All she can do in her present
enslaved state is to "Magic Jar" a person to take her place in the
Triptich! A save VS Will at a 20 is necessary to negate this spells
effect. Once in a captured body she will attempt to killl the party
off one at a time by separating them and then turning on them by
surprise. If drive out of the body (of if the possessed character is
reduced to -5HP, her spirit will return to the painting and the
characters soul will be re-united with its body. The soul of the
Secubus is an unsubstancial HD 10 creature with 6D8 HP (44HP)
Appraise Information: DC 20. More famous for his glazed plates than
his paintings, the dwarven artist Olstral Verthan nevertheless
painted this series in his early years. Twice in history the pieces
have been separated, only to come together again up to thirty years
later.
Value: 650 gp for the set (150 gp per painting, 200 gp as a
collector’s item).
Special Notes: None.
E - BEAUTIFUL CREATURES
Appearance: This is a watercolor painting done on parchment. The
artwork depicts a beautiful dryad shyly peeking out from behind a
tree to see a handsome male centaur bathing in a forest pond. Many
of the technical aspects of the painting are wrong.
Appraise Information: DC 10. The actual artist of this piece is
unknown, because it’s one of hundreds sold through a now-defunct
College of Fine Arts. The piece contains nothing noteworthy, and
it’s unlikely to interest anyone but a peasant or lower class
merchant.
Value: 1 gp
Special Notes: None.
G - THE RULERS
Appearance: A 6-ft. by– 4-ft. oil painting on wood, this artwork
depicts a tall crenellated stone tower. Standing at attention atop
the battlement are serious guards holding pikes and crossbows.
Playing on the crenellations are a litter of kittens of various
markings. One of the kittens hangs by its front paws from one of the
crenellations while two others engage in a playful fight on a
merlon. Another stands on the shoulder of one of the guards, playing
with a tassel hanging from her pike.
Appraise Information: DC 12.
Scholars scoff at the works of the human artist, Daelma Ter, calling
it crass and commercial. Nevertheless, her works were and still are
very popular with the merchant class.
Value: 1,000 gp (200 gp for the craftsmanship, 800 gp as a
collector’s item).
Special Notes: None.
Room 024 - Entrance
The entrance to this room is from outside through a door that is
thick wook (as thick as a railroad tie) the other is the s door on
the W wall. DC 22 to discover the door and a disarm trap roll of 20
to open. It swings freely to the right as it opens by stepping on
the right of the door. The s. door in the W is spinchter erratic it
will open and close at random once it's open. The spectres of the 3
children still haunt this room. The S. door in the N is found on a
perception roll of 25. A disable of 22 or open will unroll a tongue
like S. Door. Tickle the dimple in the center of the door like 3x5'
area.
A - Beautiful woman dresses in silver plate armor
B - A gnome with a big nose holding a giant sausage (2"x1')
C - A group of 3 Young children (2 boys and 1 girl).
Room 025 - Does not appear on the map?! Save this number for use
somewhere.
Room 026
Head Household Servents room
Chests are under each bed. The are locked (DC14) and Trapped (DC 12)
with a paralisis gas (fort DC 20)
Picture of Fern fortest on Door
a pouch wth 5sp, 8cp,
1/2 bottle of whiskty a 200 year old port, Also
a waterproof bag containing soft high leather boots.
2 Quils,Sliverplatedl brass, 2 fine flass mini flutes with
"GAK" etched into it.
One wooden container with nice carving contains a Quill of
Iscription.
BA botrtle of wine labeled "Vino Mas Fino" pink
A bottle of poison, a passionet letter that is rather pornographic
From "Winkle" to "Tannic"
+1 whip
200gp gemmed dog collar
Diamond ring with 6Kgp (8 carats)
Picture on S wall is a scene of Noble masters giving their servents
gifts. The masters look linke Normans
Picture G is a man and woman in love under a pink flowered Arbo
J is a giant Earth elementa above groups that looks like it is made
of pebbles.
Room 027
The passages going E. all have a lever on the n and S wall near the
W. It will open all the doors on that wall and the Groaning Wights
will attack from the rooms
Room 028
This room is entered via a dark corridor. 7 doors on each side
line it. These doors are all closed and locked (simple). There is a
large lever pointing up just to the W. of the door to 28 and
35. The lever is 24" long and made of iron. The iron has
rusted on both of these. Pulling the lever down requires a strength
roll of DC 18. Pulling the lever down opens all the doors on that
side of the corridor! The doors open easily. At the first sounds
from the party the zombies inside the rooms will pour out of the
rooms all at one time.
The number of zombies in each room should be determined by the
number of characters. There should usually be about 3 times as many
zombies in the rooms 28 through 34.
Room 029
This room through 34 are all occupied by the Groaning Wights.
Inside, there are remains of fabric, furnishings and such broken and
torn into small pieces. The valuables are mixed with (and mostly
hidden by) the trash.
25pp platinum coins (250 gp) in a small 1'x1'x3" chest. Locked DC 12
Fancy banded mail of carbon steel in a 2'x2'x1' heavy armor leather
container. (250 gp)
-------------------
Total Value: 500 gp
Room 030
Empty of all but trash
Room 031
343 gold coins (343 gp) sccattered around the room.
mundane full plate (1,500 gp) A bulls head visor, clawed
gauntlets and hooked steel boots
-------------------
Total Value: 1,843 gp
Room 032
143 gold coins (143 gp) in a leather pouch
Room 033
This room is empty of everything except a nest of fleas that infests
a pile of old rags and papers. If they are searched roll 17 or more
on a d30. Success indicates that the searcher has become infested by
fleas. Ovcer the next 2 days bite marks will begin to appear at the
rate of 1d4 per day until the person bathes or a spell is cast to
drive the fleas away.
Room 034
73 gold coins (73 gp) contained in what looks
like an old sock.
Room 035
This room is entered via a dark corridor. 7 doors on each side
line it. These doors are all closed and locked (simple). There is a
large lever pointing up just to the W. of the door to 28 and
35. The lever is 24" long and made of iron. The iron has
rusted on both of these. Pulling the lever down requires a strength
roll of DC 18. Pulling the lever down opens all the doors on that
side of the corridor! The doors open easily. At the first sounds
from the party the zombies inside the rooms will pour out of the
rooms all at one time.
There should be at least 3 times as many zombies in rooms 35 through
41 as there are party members.
Room 036
1 Mohrg
699 gold coins (699 gp) In a small steel chest.
It is trapped with a poison pin with snake venom. DC 15 to spot DC
20 to disarm, Poison 2d6 HP Con VS DC 18 second roll DC 18 or loose
1d4 str points.
Room 037
art
small circular gold amulet with, a nautical scene
(481.5 gp) - painting of the ocean from the cliff to the E. of the
HOS and a painting of the same ship larger that the other. You can
clearly see the bay at the base of the cliff and 2 small boats tied
up to a dock looking much like the one in the bay now.
516 gold coins (516 gp)
Room 038
1 Mohrg
Room 039
scroll in a leather case arcane (150 gp) Scorching Ray (l2, ml3)
Ebony wand - Contagious Flame (l2, cl3) (20 charges) (1,800 gp)
something provides a clue to the wand's function.
1 Mohrg
Room 040
1 Mohrg
Room 041
This room is the most finely furnished in this part of the house. On
tghe S. Wall is a arched carved shrine. In the center is the idol.
The mugs and stuff
art
bizarre idol of Daemon, Meladaemon, made of
serpentine (500.1 gp)
brass mug with jade inlays (535.3 gp)
brass mug with tourmaline inlays (271.9 gp)
extremely rare fertility idol platnium with
diamonds (1755 gp)
finely made silver mug, demonic motifs, with
semiprecious stones (356 gp)
small ivory music box (135.4 gp)
small painting of flayed humans worshiping the
pair of fat bloated deamons (65gp)
coin in the drawer on the bottom - 1,075 platinum coins (10,750 gp)
scroll tube of carbon steel trapped with an exploding trap (5d12 ST
VS Reflex at 15 for 1/2 damage) Disarm at a DC 20
divine (2,575 gp)
Demon Summoning (l5, cl9)
Neutralize Poison (l3,
cl5)
Protection from Good (l3,
cl5)
Freedom of Movement (l4,
cl7)
Unnumbered Rooms Below 36 to 41
How dumb am I? Just this dumb; I duplicated the numbers of these
stupid little rooms!!!
I'm solving this stupid mess by keeping all of these rooms locked.
There are signs that this area was in water for a long time and all
the steel doors of this corredor has rusted so badly that they will
never open again. There is a lever on the wall like on the rooms to
the north, but it is frozen in place. Anyone who gets into the rooms
will find them empty. I've removed the duplicated numbers, so these
rooms are unnumbered. Again, tThe doors along this wall will not
open. They are all rusted in their frames, Empty
Room 043 - Entrance
This room is populated by a coven of undead witches. They chant
without pause or purpose as shades of there former selves. They
chant "No good for Normad, no good for Normad...".
There are 1d4+2 off the Witchfire
undead floating 2' off the ground in the middle of the room. They
are glowing brightly green and are clearly visible despite the
chandelier shedding normal light making the room bright.
The paintings depict:
A - A shrunken gold piece. It is part of a painting of a pirate
lying on top of a pile of treasure in a water. It appears like it is
a 3d part of the painting but when removed it becomes a giant piece
of gold weighing 10lbs.
B - The painting glows as it has a perminent farie fire outlining
the form of a beautiful fairy
C - A symbol of sleep cast by a 10th level mage is woven into the
painting of a of this painting of a beautiful wichy woman asleep. DC
20 VS Will or fall asleep for 1d4 days
D - This is a painting of a small child playing with a small dog.
Touching the painting will result in a childs voice say "I
love my momie"
In the center of this room is a teleportation rune that will
teleport anyone who stands in the rune and says "A reminder to Jani
- I worship the god of the headless sacrafice". Pereception of 18 to
see it.
This will send them to room 43, but only one person at a time.
This door outside has a latch.
Room 044 - Entrance
This is a very large room with an exit to the outside.
As soon as living creatures enter this room, all hell breaks forth.
From out of the 5 wells in this room Skull
Spiders begin crawling out at the rate of 4 per round per
well. They will continue to pour out of the wells for 10 rounds.
Yes, there are 200 of these creatures.
- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1, -
3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, -
1, - 1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8,
- 1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4
- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1,
- 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, -
1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4
- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1,
- 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, -
1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4
- 4, - 2, - 3, - 8, - 3, - 3, - 7, - 2, - 1, - 7, - 2, - 8, - 1,
- 3, - 2, - 4, - 2, - 2, - 8, - 6, - 3, - 1, - 5, - 3, - 1, -
1, - 4, - 2, - 7, - 1, - 1, - 6, - 3, - 1, - 1, - 6, - 2, - 8, -
1, - 5, - 4, - 3, - 1, - 5, - 8, - 6, - 6, - 5, - 5, - 4
Ever Burning Mumny
This creature is wrapped from head to
toe in ancient strips of moldering linen that look like they
have been set on fire. Although this humanoid moves with a
shuffling gait, the heat alone coming from these creatures
extends in a 10' area around it. Anyone within that distance
takes damage. From 10 to 5' take 1d4 damaage, within 5' take
1d8 damage.
Ever Burning Mummy CR 5
XP 1,600
LE Medium
undead
Init +0;
Senses darkvision 60 ft.;
Perception
+16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 negates)
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (8d8+24)
Fort +4,
Ref +2,
Will +8
DR 5/—;
Immune undead
traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft.
Melee slam +14 (1d8+10 plus mummy rot)
Statistics
Str 24,
Dex 10,
Con —,
Int 6,
Wis
15,
Cha 15
Base Atk +6;
CMB +13;
CMD 23
Feats Power
Attack,
Toughness,
Skill
Focus (
Perception),
Weapon
Focus (slam)
Skills Perception
+16,
Stealth
+11
Languages Common
Ecology
Environment any
Organization solitary, warden squad (2–6), or guardian
detail (7–12)
Treasure standard
Special Abilities
Despair (Su) All creatures within
a 30-foot radius that see a mummy must make a DC 16 Will save
or be paralyzed by fear for 1d4 rounds. Whether or not the
save is successful, that creature cannot be affected again by
the same mummy's despair ability for 24 hours. This is a
paralysis and a mind-affecting fear affect. The save DC is
Charisma-based.
Mummy Burns (Su) Curse and
disease—slam; save Fort DC 16; onset 1
minute; frequency 1/day; effect 1d6 Con and
1d6 Cha; cure —. Mummy rot is both a curse and disease
and can only be cured if the curse is first removed, at which
point the disease can be magically removed. Even after the
curse element of mummy rot is lifted, a creature suffering
from it cannot recover naturally over time. Anyone casting a
conjuration (healing) spell on the afflicted creature must
succeed on a DC 20 caster level check, or the spell is wasted
and the healing has no effect. Anyone who dies from mummy rot
turns to dust and cannot be raised without a resurrection
or greater magic. The save DC is Charisma-based.
Created to guard the tombs of the honored dead, mummies are
ever vigilant for those who would desecrate their sacred
ground.
Mummies are created through a rather lengthy and gruesome
embalming process, during which all of the body's major organs
are removed and replaced with dried herbs and flowers. After
this process, the flesh is anointed with sacred oils and
wrapped in purified linens. The creator then finishes the
ritual with a create
undead spell. These mummies are also treated with
a Perminant Fire spell that will do an additional d4 of damage
per hit.
On shelf M, there is an invisible chest in the bottom shelf to
the far E. 20" longx10"x'10". It is locked at a DC 25 (the lock
is invisible) but not trapped.
The chest is worth 4000.
1,154 gold coins
1,232 gold coins
fire opal pendant on a fine gold chain (1,700 gp)
a pendant consisting of a fire opal with a gilded, fine,
twisted-link neck chain (1,400 gp)
a tulip-shaped flagon with a heavy, bulbous base, carved of
clear rock crystal polished glass-smooth, one pint (90 gp)
a peg-leg made of gilded wood and set with three large,
cabochon-cut ovals of amber (400 gp)
|a large bowl made of chased and pierced gold, worked in the
design of leaping dragons and spear-armed warriors (60 gp)
a half-mask of black velvet backed by leather, its lower edge
trimmed with tiny teardrop citrines. There are 16 small citrines
and six 6 slightly larger gems (800 gp)
gemstone - brown-green garnet (100 gp)
Turtle Amulet+3 large steel shield (9,170 gp)
a scroll tube, carved in ivory with gold-plated metal end caps
containing (50gp)
scroll (divine)
- 4 cure moderate wounds (l1, cl1)
- doom (Lev.l1, cl1) (50 gp)
Room 045 - Entrance
Trap 1
There is a corridor that starts at room 46 and ends in a Trap along
the wall to room 57. The trap is on the dead end of the passage. It
is a Mirror of Entrapment. Instead of reflecting, the mirror
displays an image of a person trapped there. The person imprisoned
can see down the passage and will try to attract the attention of
anyone she can see. Anyone who touches the mirror becomes trapped in
it. A save at a DC 40 vs Will will negate the effect. If a fail is
indicated roll a d4 for the amount of time it takes before the
person previously trapped is ejected back into the world again.
There are no ill effects to being trapped other than the torture of
being awake and able to see but unable to do anything else!
Room 046
This room has a Poltergeist
and the room is filled with broken up wood which is thrown by the
undead.
From the mirror at the end of the passage way is:
Jornis Tevsorian, female human Com1: CR 1; Size M (5 ft., 9
in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +0
melee, or +0 ranged; SV Fort +0, Ref +0, Will +2; AL LN; Str 11, Dex
10, Con 10, Int 10, Wis 11, Cha 10 - Languages Spoken: Common.
Skills and feats: Craft (Leatherworking) +2, Hide +0,
Knowledge (Local) +1, Listen +2, Move Silently +0, Spot +4, Swim +2;
Improved Unarmed Strike, Iron Will. Possessions: 4 gp in
gear - Slave clothes (short homespun smock w/square neck, leather
moccasins) and a silver slave collar with the Normad symbol on it
and a single pearl earring given to her by her mother.
Room 047
This room is brightly lit by a sconce in the S wall. The bed is
made, the floor is clean (other than a bit of dust) and there is
nothing in the closet. It doesn't look like this room was used. It
is quite empty.
Room 048
This room is lit by a light rock in the NE corner. The floor in the
back (North) of the room is covered with a 3' thick layer of dirt.
When the door opens, the top of the dirt begins moving and the
people burried there rise. This is a zombie closet.
It contains a number of Cadavers
equil to 3 times the number of players. The closet is trapped
with a poison gas trap. DC 30 to detect, DC 30 to disarm. The gas
is:
Ungol dust |
inhaled |
15 |
— |
1/rd. for 4 rds. |
1 Cha
drain/1d2 Cha |
There is a tiny chest in the closet that contains a pearl necklace
worth 145gp.
Room 049
Unlike all the other rooms the bottom of the door does not go down
to the floor. There is a gap of about 3" between the bottom of the
door and the floor. This room is locked with a hasp that can only be
reached from outside the room. The lock is huge and weighs about
5lbs.. It is a DC 20 disarm to open it. Inside is a single skeleton.
It is a pile of bones huddled in the NE corner. The only other thing
in the room is a small bread knife. It has been sharpened to a fine
point at one end. Other than these things the rooms is empty.
The walls of the room are covered with writing done with red
"paint"; it's obviously blood. The same set of phrases appears over
and over again.
"It wasn't me!" - "I'll tell you whatever you want if you let me
out" - "I can't sleep, the clowns will get me" - "Death take me now"
- "Fuck You"
Room 050
The door is locked and trapped. The door is trapped with a
guillotine type blade Locate at DC 25, disarm on DC20.
The contents of this room are the remains of a horrible masacre.
There are 40 corpses skeletons stacked like chord wood in the center
of the room. All of the skeleton heads have been cut off and are
lying scattered around the floor of the room. In 1d8 rounds after
the door is opened, the Skull
Spiders (wandering monster) will attack. There are 20 of these
creatures and there are
There is a secret panel in the bookshelf in the SE corner containing
4 magic items Perception-5 - +2 Dagger, Wand of M. Missle (12), 2
healing potions.
Room 051
This room contains the remains of a murder suicide or perhaps a
suicide pact. Lying on the bed is a skeleton dressed in the remains
of a fine dress. A rotting pillow lies across the face/skull.
Kneeling with it's torso slumped over that skeleton is an
another skeleton. A long sword protrudes through the ribs on the
left side. It is also dressed in fine clothes of a well to do man.
It could be a nicely dressed servant as a wine opener is in one of
the pockets. There is a closet in the SE corner. It contains
mouldering clothes and a leather saddlebag on the floor. It contains
23gp in one pouch, 31 sp in another and 32cp in the outside flap.
All the coins are very old but not collectable.
Room 052
This room is empty. A bloody imprint of a body is on the E. wall.
There are splatters of blood all over the wall and a rust colored
pool is on the floor. It looks as if someone was flung against the
wall so hard the skin popped and the body smeared to the floor. But
where's the body? Not around as it was eaten by the demon who killed
the person as they hid.
Room 053
This room is one of the most horrible in the HOS. It was a spot were
the Normads engaged in ritual sacrifices to the god Dority.
In each corner of this room there is an alter of human sacrifice.
The victims would be tortured and killed. Their bodies would be put
into the fountains and be washed into the giant tub under the room.
A - Death by Folding - This apparatus looks like a high table with
it's surface about 4' off the floor. It has steel manicles for the
hands and feet in the corners. There is a think looking like a ships
wheel at the ends on the right side. Turning the wheels allows the
ends of the table to be forced downward. A subject would be placed
on the table and the head and foot sides of the table would be
slowly lowered forcing the back to break after hours of agony.
B - This is a fountain that streams water into a basin. There are
latching panels at the bottom of the basin that open to the tank
that lies 25' under this floor. The statue that is dribbling water
from its mouth is a Vrock demon like the one in Room 20.
C - Death by Bludgeoning - This is a large irregularly shaped rock
about 3' high and 2' around. The N. edge has a semicircular cut out
where the victems neck would fit. There are thick ships ropes on
that same side that passes through the rock to secure the hands. The
center of the rock is shaped like a dish about 12" deep to catch the
blood and brains of the sacrifice. A huge club stained red with
ancient blood leans against the stone. The treasure of this room is
in a hidden compartment under this stone. A perception roll of 38 is
require to notice the slight irregularity by chance. A roll of 25 is
needed if the stone is searched.
D - Death by Fire - This is a stone tub about 8' by 4' with a steel
grate with about 3" between the criss-crossed bars over the top. The
bottom has a load of ash mixed with charcoal and bits of bone. There
are chains and manicles in the corners of this grate. There are
handles in the 4 corners of the grate that allowed the fire to be
made and the victim to be lowered from the chain block and tackle to
be lowered slowly over the fire.
E - This is another fountain that has a statue of an incredably
strong looking human with the head of a boar with extra long tusks.
The water pours from its nose. The tub under it also has trapdoors
in the bottom that open into the tub under the floor.
F - Death by Strangulation - This has a wooden scafold like a
hanging except the chain passes through block and tackle at the top.
A capstan like arrangement in the front allows the rope to be
shortened bit by bit. There are steel manacles attached to the
wooden base of this allowing the sacrifice to be secured in place.
The secret compartment in C is treated like a secret door. Once it
is noticed, it will require a Disable Device roll of 20 to open. It
is trapped with a gas trap that will explode creating a cloud of
poison that does 30HP of damage. A successful Fortitude save at DC
30 will prevent the paralisis effect that will last for 10 minutes.
It contains:
A jewled cloak of black velvet decorated with a neck clasp of
platinum studded with a row of diamonds. The cloak isn't worth much,
but the clasp is worth 4Kgp.
A
Mask of the Skull
Horn
of Evil
Ring
of Delayed Doom
Wand
of Hold Person (35 charges) - By a 12th level cleric
10 Cure Light Potions
Room 054
This room is only accessible via the narrow secret passage with
secret doors from room 53 and 56. This room is locked from the
outside (the narrow corridor). The lock is very hard to pick (DC
32). This room was where the sacrifices were kept. When the "Event"
occurred, they were locked up in this room and forgotten. They died
of dehydration as they had no water. There are dessicated corpses
laying around the room. Some on the beds, others sitting with their
backs against the walls.
This room is lit by 3 ever burning torches. The beds are nothing
more than rotting straw and the corpses are laying on them.
They are now all Festrog
and will attack the party as soon as the door is opened. There is
nothing of value in this room.
Room 055
This room is only accessible via the narrow secret passage with
secret doors from room 53 and 56. There was some water left in this
room when the Event happened. This would seem to be good, but it's
really bad qas it caused a war in which most of the people in this
room were killed. They were beaten to death by the people
"conserving" the water. The water was in a small keg that is now
hidden by skeletons in the NW corner of the room. The last person
remaining became a Dread
Wraith. It uses its sense living to prepare for the party so
it can't be surprised and will be in a condition to ambush them.
Room 056
This room is only accessible via the narrow secret passage with
secret doors from room 53 and 56. This room is dark.
It was used for sacrifices at one time, but was used for storing
treasure when the Event occurred. There are 3 circular barrels in
the room. They are each filled with treasure. The tops of 2 barrels
are open allowing the goods inside to be seen when the room is
opened. Standing next to each of them is a beautiful black skinned,
black winged women of statuesque proportions. They have sensed the
party coming and will attack instantly when the door is opened by
throwing their ropes to capture the party. They will not allow
anyone near the barrels. One of the barrels is filled with gold
pieces (11,000gp). The second is filled with statuettes carved from
the wax stone. They are highly prized collectors items that haven't
appeared on the market in 300 years, so each one of the 120 that
fill the barrel are worth 100 to 700 gp. There are 20@100, 8@200,
10@300, 12@400, 18@500, 5@600 and 2@700. This room is heavily
guarded. The 3rd is a cask of whiskey 300 years old. It is
invaluable, but if bottled would fetch 100gp per bottle with 45
bottles.
Each of the casks are guarded by 2 Erynes
Devils. Their instructions are to capture intruders with their
ropes and hold them for their ()dead) masters, but if the battle
turns against them they will not hesitate to begin killing.
Devil, Erinyes
Some calamity has befallen this angelic warrior. Wings stained black
shear the air as her merciless eyes search for a target.
Erinyes CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing;
Perception +16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6
fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50
lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise
Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12,
Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion)
+8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str
bonus], rope)
Special Abilities
Entangle (Su) Each erinyes carries a 50-foot-long rope that
entangles opponents of any size as an animate rope spell (CL 16th,
DC 20). An erinyes can hurl its rope 30 feet with no range penalty.
An erinyes's rope functions only for the erinyes who made it and no
other. The save DC is Dexterity-based.
Known by many names—the Fallen, the Ash Wings, and the Furies—the
devils called erinyes mock the form of the angelic hosts in their
exaction of vengeance and bloody justice. Executioners, not judges,
erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan
second layer, ever attentive for chances to soar into battle,
whether in defense of Hell, on the whims of diabolical masters, or
at the impassioned summons of jilted mortal summoners. All erinyes
weave deadly living ropes from their own hair, which they use in
battle to lift their foes into the air, mocking and condemning their
victims for their transgressions before dropping them from great
heights.
Erinyes appear as darkly beautiful angels, augmenting their
sensuality with deliberate bruises and scars. Yet despite their
beauty, erinyes are not seducers—they lack the subtlety and patience
required for such fine emotional manipulations, and instead vastly
prefer to solve their problems with swift and excruciating violence.
Often, an erinyes will stay her hand before attempting to slay a foe
simply so she can draw out the victim's suffering. Death is usually
the only way to escape an erinyes's not-so-tender attentions, and
the most powerful of these devils excel at keeping their enemies
alive but helpless so as to extend their torment—many going as far
as to keep their victims alive with magic. Rumors hold that the most
powerful erinyes torturers have skills that allow their torment to
continue even after their subject has died from their attentions.
Most erinyes stand just under 6 feet tall and weigh approximately
140 pounds, even with their black- feathered wings that stretch over
10 feet wide.
Room 057
The trap indicated on the West wall is not visible in this room. It
is the Mirror of Entrapment and is facing the corredor of room 46 to
52. This room was occupied by the lower level devil worshipping
priests. When the event came, the high priest in 58 brought a Handmaiden
to keep him company. She will attack anyone entering this room or
room 58.
Devil, Bone
Merging the most horrifying features of carrion-fed insect and
withered cadaver, this bony devil moves in unsettling lurches.
Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14
melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of
objects only), invisibility (self only), major image (DC 17), wall
of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will,
Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge
(planes) +16, Perception +19, Sense Motive +19, Spellcraft +16,
Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6
rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC
is Constitution-based.
The interrogators and inquisitors of devilkind, bone devils delight
in torturing those weaker than themselves—mortals, souls, and other
devils alike. Born of ancient heresies mired amid the Styx-fed
swamps of Stygia, Hell's fifth layer, bone devils—also known as
osyluths—enforce infernal order and the will of the archdevils.
Powerful fiends favor these terrifying sadists for their unwavering
devotion to Hell's laws and the commands of their masters, as
osyluths eagerly report the disobedience of other devils—regardless
of standing—and take to the craft of torture like morbid artists.
Diabolists risk much to bargain with them, as bone devils glean many
infernal secrets amid their nightmarish calcified torture hives.
These devils especially delight in journeying to the mortal plane,
as their cruel talents and service to evil spellcasters often mean
gaining much valuable information, which they might hold in their
perfect memories for centuries before reporting back to their
diabolical masters.
In battle, an osyluth uses quickened invisibility after each attack
to confuse foes. Many osyluths carry twisted and eerie bone weapons,
but these tools are more for torture and intimidation than actual
combat.
Osyluths tower over lesser devils at 9 feet tall—though their tails
and fearsome but useless wings make them appear much larger—and
weigh upward of 400 pounds.
In the bed - Sack 1100 gold coins Contact Poison (220 lbs)
Malyass root paste |
contact |
Fort DC - 16 |
Onset 1 min. |
Intervals 1/min. for 6 min. |
-1d2 Dex |
Cure - 1 save |
In the closet
a ring of red gold, beaten into a long knuckle-coil to resemble a
miniature snake coiling about the wearer's finger, with two tiny
rubies set into its head as eyes (500 gp)
a string of matching small pink pearls (necklace) (400 gp)
embroidered silk and velvet cap with numerous moonstones (170 gp)
a tulip-shaped flagon with a heavy, bulbous base, carved of clear
rock crystal polished glass-smooth, holding about one pint (100 gp)
jeweled anklet (300 gp)
silver ewer (90 gp)
brass mug with jade inlays (300 gp)
a mask of black velvet backed by leather, its lower edge trimmed
with tiny teardrop 16 citrines and six 6 slightly larger gems
(900 gp)
a crown of yellow gold with seven tentacle shaped spires, with a
large zircon set at the base of five of the tentacles, and a
gigantic (2 inches high) amethyst set at the base of the tallest
(front) spire (180 gp)
a crown made of a thick, soft band of beaten gold shaped like a
slaves neck clasp, set with 4 large (2-inch-diameter, half-relief
cabochon-cut) aquamarines (300 gp)
n the bookcase - Terracotta scroll tube - Cleric scroll of summon
Devil - Erynes
Room 058
Hidden against the right and left sides of the archway into this
room from 57 are 2 Dirt Golums created to guard this room from
anyone entering.
Dirt Golums
Golem, Clay - 5 - 117, - 109, - 96, - 108, -
100
This lumbering figure is sculpted from soft clay. It wears filthy
rags and crude jewelry, and its face is only vaguely humanoid.
Clay Golem CR 10
XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste
Statistics
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a clay golem enters combat, there is a cumulative
1% chance each round that its elemental spirit breaks free and the
golem goes berserk. This chance resets to 0% after one minute of
inactivity. A berserk golem attacks the nearest living creature or
smashes some object smaller than itself if no creature is within
reach. Once it goes berserk, no known method can reestablish
control.
Cursed Wound (Ex) The damage a clay golem deals doesn't heal
naturally and resists magical healing. A character attempting to use
magical healing on a creature damaged by a clay golem must succeed
on a DC 26 caster level check, or the healing has no effect on the
injured creature.
Haste (Su) After it has engaged in at least 1 round of combat, a
clay golem can haste itself once per day as a free action. The
effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex) A clay golem is immune to any spell or
spell-like ability that allows spell resistance. In addition,
certain spells and effects function differently against the
creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12
points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6
rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a clay golem stops it from
moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a clay golem that deals acid damage
heals 1 point of damage for every 3 points of damage it would
otherwise deal. If the amount of healing would cause the golem to
exceed its full normal hit points, it gains any excess as temporary
hit points. A clay golem gets no saving throw against magical
attacks that deal acid damage.
A clay golem wears no clothing except for a metal or stiff leather
garment around its hips. It stands over 8 feet tall and weighs 600
pounds.
Construction
A clay golem's body must be sculpted from a single block of clay
weighing at least 1,000 pounds, treated with rare oils and powders
worth 1,500 gp.
In the small room in the SE corner there is a 5x5' cabinet made of
the house stone with a locked wooden door. he door is locked (DC 25)
Leather backpack with the following items inside. The straps of the
pack (which allow one to open it) have been coated with
contact poison - ritual daggers statues about 12" A fat figure with
pinhead and short legs with a huge dick. One is a beautiful woman
with a spade tail and the other is the Handmaiden.
2 daggers with silver and obsideon blades.
Malyass root paste |
contact |
Fort DC - 16 |
Onset 1 min. |
Intervals 1/min. for 6 min. |
-1d2 Dex |
Cure - 1 save |
400 gold coins (400 gp)
A leather sack with gems:
gemstone - citrine (40 gp)
gemstone - azurite (9 gp)
gemstone - citrine (60 gp)
gemstone - moss agate (10 gp)
gemstone - brown-green garnet (110 gp)
gemstone - red spinel (90 gp)
gemstone - silver pearl (70 gp)
gemstone - jade (100 gp)
gemstone - star rose quartz (60 gp)
gemstone - black pearl (700 gp)
gemstone - tourmaline (80 gp)
gemstone - fiery yellow corundum (900 gp)
gemstone - obsidian (12 gp)
gemstone - alexandrite (800 gp)
gemstone - jasper iolite (50 gp)
gemstone - golden yellow topaz (400 gp)
gemstone - obsidian (8 gp)
gemstone - star ruby (800 gp)
gemstone - onyx (40 gp)
gemstone - golden pearl (90 gp)
gemstone - citrine (40 gp)
gemstone - deep blue spinel (600 gp)
gemstone - azurite (12 gp)
scroll (divine) made of a human arm bone
- cure poison (l2, cl3)
- barkskin (l2, cl3)
- summon monster II (l2, cl3) (450 gp)
hand of the mage (1,000 gp)
Room 059
DC 20 perception to see the lock. This room is locked DC 26 to open
with a poison dart trap. DC 26 to disable the trap.
In the lower left of the door in the south of this room is a tiny
hole that is the lock. It is poisoned with Bloodroot poison.
He does not unlock it!! They will have to wait to get in this room..
There are 2 flesh golumns guarding the treasure. They are guarding a
large chest in the SW corner that contains a full set of ornimental
platemail.
Room 060
This room is full of the mist. It is the mist from outside. There is
a hole in this room to the outside. In the SE corner of the room
there is a small hole that leads to the outside.
The Shadow Rats in this room are guarding a rotten hunk of cheese in
the SE corner of the room.
Shadow Rat
This creature appears as a rat with rotting flesh, torn and matted
fur, and reddish blazing eyes. Its semi-translucent skin shows
discolored
bones and muscles.
XP 200
N Tiny undead
Init +2; Senses darkvision 60 ft., scent; Perception +8
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8+1)
Fort +1; Ref +2; Will +3
Defensive Abilities incorporeal form, shadow blend; Immune undead
traits
Speed 40 ft., climb 15 ft.
Melee bite +4 (1d3–2 plus 1d2 Strength damage plus disease)
Space 2–1/2 ft.; Reach 0 ft.
Str 6, Dex 15, Con —, Int 2, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Acrobatics +2 (+6 jump), Climb +10, Perception +8, Stealth
+14; Racial Modifiers +4 Stealth.
Shadow rats use their Dexterity modifier for Climb checks.
Environment underground
Organization pack (6–11) or swarm (12–20)
Treasure none
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11, onset
1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage,
cure 2 consecutive saves. The save DC is Charisma-based.
Incorporeal Form (Su) A shadow rat can, as a standard action,
assume an incorporeal form for up to 1 hour per day. In this form,
the shadow rat loses its natural AC bonus but gains a +2 deflection
bonus to AC. While in this form, the shadow rat is AC 16 (+2
deflection, +2 Dex, +2 size), touch 15, flat-footed 13. The shadow
rat can still attack corporeal opponents while in its incorporeal
form, but its attack
only inflicts Strength damage and cannot cause physical damage. The
shadow rat gains the incorporeal subtype while using this ability.
Shadow Blend (Ex) A shadow rat can disappear into the shadows
as a move action, gaining total concealment in all levels of
illumination save bright light.
Strength Damage (Su) A shadow rat deals Strength damage to
living foes it bites. A creature reduced to 0 Strength cannot move
but does not die—at least, not until the shadow rat’s physical
damage takes its toll.
Room 061 - Entrance
Lesser dignitary dining room. All the furnishing are broken up.
A - A tapistry of jousting knights
B - A tapistry of knights on the battlefield bowing before a
captain/noblman
C - Mirror
D - Mirror
The mirrors reflect an infinite number of regressive images.
Room 062
The trapdoor in the E. of the room leads to the dungeon below.
There is a rug rushes/straw on the floor of this room. It is
covering the trapdoor that leads below.
There are digging implements in this room on the shelves to the N.
and S.
This door opens into room 61. In the south there is a tin box of
stuff containing wax candles in a canvas sack, a oil lamp and a vial
of oil.
The leads to 130' tunle opening into a room 20' high with faint
yellow gas. This is dungeon level 1 room 19.
Room 063
Zombie Closet - This door is locked. DC 24 to open.
Trapped chest with a poison dart at DC 24 on on 4 corners of the big
iron chest in the back wall. Black tar poison 24 DC. Does 4hp damage
and an additionl 2 point per round for 10 rounds until the samve is
made.
Zombie/Wraiths
Hit Dice: |
5d12 (32 hp) |
Initiative: |
+7 |
Speed: |
Fly 60 ft. (good) (12 squares) |
Armor Class: |
15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 |
Base Attack/Grapple: |
+2/— |
Attack: |
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution
drain) |
Full Attack: |
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution
drain) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Constitution drain,
create spawn |
Special Qualities: |
Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn
resistance, undead
traits, unnatural aura |
Saves: |
Fort +1, Ref +4, Will +6 |
Abilities: |
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 |
Skills: |
Diplomacy
+6, Hide
+11, Intimidate
+10, Listen
+12, Search
+10, Sense
Motive +8, Spot
+12, Survival
+2 (+4 following tracks) |
Feats: |
AlertnessB,
Blind-Fight,
Combat
Reflexes, Improved
InitiativeB |
Environment: |
Any |
Organization: |
Solitary, gang (2–5), or pack (6–11) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
6–10 HD (Medium) |
Level Adjustment: |
— |
Purp W/ A=11
B-=10
C-=10
D-E=12
E-=11
F-=13
G-=16
Red w/ H-=8
I-=13
J-=13
K-=17
L-=18
M-=8
N-=8
White O-=15
P-=14
Q-=20
R-=13
S-=11 T-=13
U=11
Green V-=10
W-=10
X-=12
Y-=11
Z-=13
Red A-=16
B-=8
C-=13
D-=13
E-=17
F-=18
G-=8
H-=8
I-=15
J-=14
K-=20
LM-=13
N-=11 O-=13
20 5lb bars of Gold. In a 3'x6' iron chest mounted to the wall
and locked in the trapped chest.
X
Room 064
This is an empty room. All it contains are yards of soiled bandage
like cloth stained with juice and blood.
Room 065
The only feature in this room other than its guardians is a light
fixture in the SE corner.\
The devils will never be surprised and will always be ready to
attack when the party opens a door.
Bone Devil-Red - Init:
|
1=143
|
2=134
|
Eyrnies-Purple - Init:
|
1=122
|
2=132
|
2 Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider
(devil,
evil,
extraplanar,
lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception
+19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1
size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid
10, cold 10; SR 20
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5),
sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional
anchor, greater
teleport (self plus 50 lbs. of objects only), invisibility
(self only), major
image (DC 17), wall
of ice
3/day—quickened invisibility
(self only)
1/day—summon
(level 4, 1 bone devil, 35%)
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis
15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness,
Combat
Reflexes, Improved
Initiative, Iron
Will, Quicken
Spell-Like Ability (invisibility)
Skills Bluff
+17, Diplomacy
+17, Fly
+21, Intimidate
+17, Knowledge
(planes) +16, Perception
+19, Sense
Motive +19, Spellcraft
+16, Stealth
+14
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 20; frequency
1/round for 6 rounds; effect 1d3 Str damage;
cure 2 consecutive saves. The save DC is Constitution-based.
The interrogators and inquisitors of devilkind, bone devils
delight in torturing those weaker than themselves—mortals, souls,
and other devils alike. Born of ancient heresies mired amid the
Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also
known as osyluths—enforce infernal order and the will of the
archdevils. Powerful fiends favor these terrifying sadists for
their unwavering devotion to Hell's laws and the commands of their
masters, as osyluths eagerly report the disobedience of other
devils—regardless of standing—and take to the craft of torture
like morbid artists. Diabolists risk much to bargain with them, as
bone devils glean many infernal secrets amid their nightmarish
calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service
to evil spellcasters often mean gaining much valuable information,
which they might hold in their perfect memories for centuries
before reporting back to their diabolical masters.
In battle, an osyluth uses quickened invisibility
after each attack to confuse foes. Many osyluths carry twisted and
eerie bone weapons, but these tools are more for torture and
intimidation than actual combat.
Osyluths tower over lesser devils at 9 feet tall—though their
tails and fearsome but useless wings make them appear much
larger—and weigh upward of 400 pounds.
Erinyes CR 8
XP 4,800
LE Medium outsider
(devil,
evil,
extraplanar,
lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true
seeing; Perception
+16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6
natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid
10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming
composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope
+15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true
seeing
At will—fear
(single target, DC 19), greater
teleport (self plus 50 lbs. of objects only), minor
image (DC 17), unholy
blight (DC 19)
1/day—summon
(level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis
18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat
Reflexes, DodgeB,
MobilityB,
Point-Blank
Shot, Precise
Shot, Rapid
Shot, Shot
on the Run
Skills Acrobatics
+18, Bluff
+17, Diplomacy
+14, Escape
Artist +12, Fly
+19, Intimidate
+17, Knowledge
(planes) +8, Knowledge
religion) +8, Perception
+16, Sense
Motive +10, Stealth
+15
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming
composite longbow [+5 Str bonus], rope)
Special Abilities
Entangle (Su) Each erinyes carries a 50-foot-long rope that
entangles opponents of any size as an animate
rope spell (CL 16th, DC 20). An erinyes can hurl its
rope 30 feet with no range penalty. An erinyes's rope functions only
for the erinyes who made it and no other. The save DC is
Dexterity-based.
Known by many names—the Fallen, the Ash Wings, and the Furies—the
devils called erinyes mock the form of the angelic hosts in their
exaction of vengeance and bloody justice. Executioners, not judges,
erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan
second layer, ever attentive for chances to soar into battle,
whether in defense of Hell, on the whims of diabolical masters, or
at the impassioned summons of jilted mortal summoners. All erinyes
weave deadly living ropes from their own hair, which they use in
battle to lift their foes into the air, mocking and condemning their
victims for their transgressions before dropping them from great
heights.
Erinyes appear as darkly beautiful angels, augmenting their
sensuality with deliberate bruises and scars. Yet despite their
beauty, erinyes are not seducers—they lack the subtlety and patience
required for such fine emotional manipulations, and instead vastly
prefer to solve their problems with swift and excruciating violence.
Often, an erinyes will stay her hand before attempting to slay a foe
simply so she can draw out the victim's suffering. Death is usually
the only way to escape an erinyes's not-so-tender attentions, and
the most powerful of these devils excel at keeping their enemies
alive but helpless so as to extend their torment—many going as far
as to keep their victims alive with magic. Rumors hold that the most
powerful erinyes torturers have skills that allow their torment to
continue even after their subject has died from their attentions.
Most erinyes stand just under 6 feet tall and weigh approximately
140 pounds, even with their black- feathered wings that stretch over
10 feet wide.
Room 066 - Entrance
Ghoul Stalker Closet
This is a 40x90' room. Inside are ranked ghouls. They have been
placed here to prevent anyone or anything getting in or out of the
HOS. They are arrainged with the Hand to Hand fighters located in
the N of the room with the bowmen arrainged behind them along the W.
wall The bowmen will take a 5' step forward to get a beter shot as
the rounds progress.
For all rolls against single source (lke a sound or sight) each row
rolls and an average is taken to see if the group locates whatever
it is.
Blue=Bite and Claw-20 |
=76 |
=70 |
=76 |
=79 |
=70 |
=77 |
Red=Bite and Claw-20 |
=71 |
=70 |
=80 |
=74 |
=78 |
=65 |
Purple=Short Bow-14
|
=68 |
=66 |
=83 |
=81 |
=69 |
=76 |
White=Short Bow-14 |
=68 |
=84 |
Ghoul Stalker CR
6
XP 2,400
Ghoul rogue 6
CE Medium undead
Init +5; Senses darkvision 60
ft.; Perception
+14
Defense
AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex,
+2 natural)
hp 74 (8d8+38)
Fort +5, Ref +10, Will
+8
Defensive Abilities channel resistance +2
(Creatures with channel resistance gain a bonus on Will
saves made against channeled energy. They add their bonus to any Will
saves made to halve the damage and resist the effect.), uncanny
dodge;
Immune undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+3 plus disease and paralysis), 2
claws +8 (1d6+3 plus paralysis)
The bite is an attempt to EAT! The claw tries to not just wound the
person but to scoop the flesh off the bones. They are HUNGRY!
Ranged +1 composite shortbow +10/+10
(1d6+4/×3)-
Either +1 human-bane arrows (+3 to hit, 1d8+2d6 Dam) (3)
or +1 frost arrows+1d8/1d6 Frost (4),
Special Attacks sneak attack +3d6
disease (DC 14), Type disease, injury; Save Fortitude
DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con
damage and 1 Cha
damage and target is fatigued; Cure 4 consecutive saves
paralysis (1d4+1 rounds, DC 14, elves are immune to this effect),
Statistics
Str 17, Dex 20, Con
—, Int 13, Wis 16, Cha
16
Base Atk +5; CMB +8; CMD
23
Feats Point-Blank
Shot, Precise
Shot, Rapid
Shot, Toughness,
Weapon
Focus (composite shortbow)
Skills Acrobatics
+16, Bluff
+10, Climb
+14, Disable
Device +8, Escape
Artist +16, Intimidate
+10, Knowledge
(dungeoneering) +12, erception
+14, Sense
Motive +14, Stealth
+16
Languages Common
SQ rogue talents (finesse rogue, ledge walker,
weapon training), trapfinding +3
Combat Gear +1 frost arrows (4), +1
human-bane arrows (3), potion of inflict
light wounds ;
Other Gear +1 composite shortbow with 20
arrows, Cursed bracers of armor +1, 62 gp
Anyone wearing the Cursed braciers of armor find themselfs losing 1
Con point per day. When a Con of 0 occurrs the person becomes a
Ghost Stalker themselves and will find the closest person with an
evil alignment to command them.
Room 067 - Entrance
Gloomera Temple for the People
The area consistiong of rooms 67 through 73 are all part of the
Temple Complex. This are was specifically built to house the Priests
of Gloomera and their High Priest. The ground floor belongs to the
public temples and the rooms of the priests that minester to the
people in the house. The upper levels are home to the more powerful
members of the clergy.
Opening any door to this room with cause the priests in 69 and 70 to
quickly come into the temple to protect it. Disturbing the
black velvet curtain across the archway in the S does not attract
them.
There are impressive looking carved wooden door in the NW corner
next to the stairs going up. The carving on the S. door pictures a
line of gaunt people of all races tied together and spiraling up a
conical temple toward a hideous Devil that is eating the man and
woman at the top. Below that is a carving of a beautiful womans face
with the eyes put out and streaming blood.
The N. carved door shows Gloomera as a giant knocking a town to
kindling. Below that is an image of a graveyard that seems to go on
forever.
The other doors in this room are the normal HOS stone doors.
In the center of the room is an area that is roped off with think
black ships cables attached to 8 cast iron poles with heavy black
bases that for a 4 pointed start. In the center of the roped off
area is a pedestal of obsideon black stone with a deep red spheircal
bowl made of garnet about 2' across and 1' deep. This was for the
public sacrifices. A lot of dried and congealed blood is on the
bottom. The bowl is worth about 5Kgp or even more is carved into
gems and sold singly.
The 4 statues are all the same size - about 8' tall. They are all
made of gray grained marble and depict Gloomera in her most
flattering aspect. In the NW one she is raising her right hand in
benediction with her eyes fixed skyward. In the SW, she is shown in
battle mode with her clawed hands clawing up toward the ceiling. In
the NE she holds a cat o' 9 tails in each hand and in the SE is
shown scowling down with her hands on her hips with a very angry
expression..
Room 068
Gloomera Temple for the Nobles
Opening any of the doors to this room will summon the Undead Priests
out of rooms 71 and 72,.
Everything about this room is better than the items in room 67. It
is very strangely lit. The giant chandaleer bathes the center area
in light, while there is a permanant darkness globe in all 4 corners
of the room.
The statues in this room are 12' high almost reaching the 15'
ceiling. They are made of black marble veined with pale grey and
much more detailed than in 67.
J. There is a picture on the W. wall that depicts a poor family of 5
being crucified as priests with Gloomera holy symbols cavort below
them. Particularly pityfull the 2 year old baby with it's tiny hands
and feet nailed to the cross.
Near the center of the E wall is a secret door that opens onto the
priests rooms. The doors to outside open inside.
There is a black velvet curtain across the archway in the N.
Room 069
Ouptah Ga'lean - 10th level Priest of Rahsee - New and Old Barraks
Ghost CR 7
XP 3,200
Human ghost aristocrat 7
CE Medium undead
(augmented
humanoid,
incorporeal)
Init +5; Senses darkvision 60 ft.; Perception
+18
Defense
AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5
deflection)
hp 73 (7d8+42)
Fort +7, Ref +5, Will +7
Defensive Abilities channel
resistance +4, incorporeal,
rejuvenation; Immune undead
traits
Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +6 (7d6, Fort. DC 18 half)
Special Attacks frightful moan (DC 18)
Statistics
Str —, Dex 12, Con —, Int 10, Wis
11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge,
Improved
Initiative, Iron
Will, Lightning
Reflexes, Toughness
Skills Fly
+9, Knowledge
(history) +10, Knowledge
(nobility) +10, Perception
+18, Sense
Motive +10, Stealth
+9; Racial Modifiers +8 perception,
+8 Stealth
Languages Common
Ecology
Environment any
Organization solitary
Treasure NPC gear
When a soul is not allowed to rest due to some great injustice,
either real or perceived, it sometimes comes back as a ghost. Such
beings are in eternal anguish, lacking in substance and unable to
set things right. Although ghosts can be any alignment, the majority
cling to the living world out of a powerful sense of rage and
hatred, and as a result are chaotic evil—even the ghost of a good or
lawful creature can become hateful and cruel in its afterlife.
Rejuvenation (Su): In most cases, it's difficult to destroy
a ghost through simple combat: the "destroyed" spirit restores
itself in 2d4 days. Even the most powerful spells are usually only
temporary solutions. The only way to permanently destroy a ghost is
to determine the reason for its existence and set right whatever
prevents it from resting in peace. The exact means varies with each
spirit and may require a good deal of research, and should be
created specifically for each different ghost by the GM.
Corrupting Gaze (Su): The ghost is disfigured through age or
violence, and has a gaze attack with a range of 30 feet that causes
2d10 damage and 1d4 Charisma damage
(Fortitude save negates Charisma damage
but not physical damage).
Frightful Moan (Su): The ghost died in the throes of crippling
terror. It can emit a frightful moan as a standard action. All
living creatures within a 30-foot spread must succeed on a Will save
or become panicked for 2d4 rounds. This is a sonic mind-affecting
fear effect. A creature that successfully saves against the moan
cannot be affected by the same ghost's moan for 24 hours.
Room 070
Danic Normad - 7th level fighter - War Room
Skeletal Champion
This armored skeleton stands in a battle-ready pose, its weapon
held high as cold blue light shines in its eye sockets.
Skeletal Champion CR 2
XP 1600
Human skeletal champion warrior 1
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception
+6
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2
natural, +2 shield)
hp 37 (3 HD; 2d8+1d10+20)
Fort +3 Ref +1 Will +3; channel
resistance +4
DR 5/bludgeoning; Immune cold, undead
traits
Speed 30 ft.
Melee mwk longsword +7 (1d8+3/19–20)
Str 17, Dex 13, Con —, Int 9, Wis
10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave,
Improved
InitiativeB, Power
Attack, Weapon
Focus (longsword)
Skills Intimidate
+7, Perception
+6, Stealth
–1
Ecology
Environment any
Organization solitary, pair, or platoon (3–12)
Treasure standard (breastplate, heavy steel shield,
masterwork longsword, other treasure)
Some skeletons retain their intelligence and cunning, making them
formidable warriors. These undead are far more powerful than their
mindless kin, and many gain class levels.
Room 071
Zombie Lord
Gore stains this creature's tattered clothes, grimly appropriate
garments for the rotting corpse inside.
Zombie Lord CR 3
XP 800
Male human monk 3
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception
+10
Defense
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 Wis, +2
natural)
hp 30 (5d8+8)
Fort +3, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; channel resistance +4; DR
5/slashing; Immune undead traits
Offense
Speed 40 ft.
Melee unarmed strike +6 (1d6+3) or flurry of blows +5/+5
(1d6+3)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
Statistics
Str 17, Dex 16, Con —, Int 12, Wis
15, Cha 10
Base Atk +3; CMB +7; CMD 22
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved
Unarmed Strike, Nimble Moves, Power Attack, Step Up, Stunning Fist,
toughnessB
Skills Acrobatics
+11, Climb
+11, Intimidate
+8, Knowledge
(religion) +6, Perception
+10, Sense
Motive +8, Stealth
+11
Languages Abyssal, Common
SQ fast movement, maneuver training
Ecology
Environment any
Organization solitary, pair, or cult (3–6)
Treasure NPC gear
Zombie lords are the fleshy counterparts of skeletal
champions—intelligent, cunning, and envious of creatures whose
bodies aren't rotting away. Despite their decaying flesh, they are
not slow like common zombies, and can easily pursue fleeing prey.
Zombie lords are more powerful than common zombies and retain their
class levels.
Yanic Normad - 5th level Necromancer - Children's Bedrooms, Old
Kitchen and Master Bedroom
Room 072
Devourer
This dry, hovering corpse's chest is a prison of jagged ribs,
within which is trapped a small tormented ghostly form.
Devourer CR 11
XP 12,800
NE Large
undead
(
extraplanar)
Init +7;
Senses darkvision 60 ft.;
Perception
+20
Defense
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1
size)
hp 133 (14d8+70)
Fort +9,
Ref +7,
Will +12
Defensive Abilities spell deflection,
undead
traits;
SR 22
Offense
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus
energy
drain)
Space 10 ft.;
Reach 10 ft.
Special Attacks devour soul,
energy
drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will—
animate
dead4th, bestow
curse4th (DC 19),
confusion4th
(DC 19),
control
undead7th (DC 22),
death
knell2nd (DC 17)
, ghoul
touch2nd (DC 17),
inflict
serious wounds3rd (DC 18),
lesser
planar ally4th, ray
of enfeeblement1st, spectral
hand2nd, suggestion3rd
(DC 18),
true
seeing6th, vampiric
touch3rd (DC 18)
Statistics
Str 28,
Dex 16,
Con —,
Int 19,
Wis
16,
Cha 21
Base Atk +10;
CMB +20;
CMD 33
Feats Blind-Fight,
Cleave,
Combat
Casting,
Combat
Expertise,
Improved
Initiative,
Improved
Sunder,
Power
Attack
Skills Bluff
+19,
Diplomacy
+14,
Fly
+19,
Intimidate
+19,
Knowledge
(arcana) +21,
Knowledge
(planes) +18,
Perception
+20,
Sense
Motive +17,
Spellcraft
+21,
Stealth
+6
Languages Abyssal, Celestial, Common, Infernal;
telepathy
100 ft.
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Devour Soul (Su) By making a touch attack as a standard
action, a devourer can deal 12d6+18 points of damage as if using
a
slay
living spell. A DC 22 Fortitude save reduces this
damage to 3d6+18. The soul of a creature slain by this attack
becomes trapped within the devourer's chest. The creature cannot
be brought back to life until the devourer's destruction (or a
spell deflection—see below) releases its soul. A devourer can
hold only one soul at a time. The trapped essence provides a
devourer with 5 essence points for each Hit Die possessed by the
soul. A devourer must expend essence points when it uses a
spell-like ability equal to the spell's level (for sake of ease,
spell levels for its spell-like abilities are included in its
stats in superscript). At the start of an encounter, a devourer
generally has 3d4+3 essence points available. The trapped
essence gains one permanent negative level for every 5 points of
essence drained—these negative levels remain if the creature is
brought back to life (but they do not stack with any negative
levels imparted by being brought back to life). A soul that is
completely consumed may only be restored to life by a
miracle
or
wish.
The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are
cast at the devourer and overcome its spell resistance, they
instead affect a devoured soul:
banishment,
chaos
hammer, confusion,
crushing
despair, detect
thoughts, dispel
evil, dominate
person, fear,
geas/quest,
holy
word, hypnotism,
imprisonment,
magic
jar, maze,
suggestion,
trap
the soul, or any form of charm or compulsion. While
none of these effects harms the soul, the caster makes a DC 25
caster level check when a spell is deflected—success indicates
that the trapped soul is released from its prison and the
creature whose body it belonged to can now be restored to life
as normal.
Devourers are the undead remnants of fiends and evil
spellcasters who became lost beyond the farthest reaches of the
multiverse. Returning with warped bodies, alien sentience, and a
hunger for life, devourers threaten all souls with a terrifying,
tormented annihilation. These withered corpses stand 10 feet
tall but weigh a mere 200 pounds.
Room 073
The large windows of this room allow a lot of light in if it's day
outside. The room is mostly empty except for what looks like a
wardrob in the SE corner of the room. It has no obvious opening as
it has a secret door in the W. Inside this secret room are tiny
animated items that are made of wire and daggers. They are like
stick men with a dagger at the end of their wire arms.
These will automatically run out into the room and begin stabbing
the feet and ankles of the players.
AC 10, BAB 12, Move 60, dam 1d4. There are 60 of them in this room.
Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can
react.
Benefit: As a full-round action, you can move up to your speed
and make a single melee attack without provoking any attacks of
opportunity from the target of your attack. You can move both before
and after the attack, but you must move at least 10 feet before the
attack and the total distance that you move cannot be greater than
your speed. You cannot use this ability to attack a foe that is
adjacent to you at the start of your turn.
Servant Quarters Building (outside, East of the main building)
Room 074
Room 075
Room 076
Room 077
Room 078
Room 079
Room 080