7. The Audience Chamber
Illumination: Shimmering ball of ghostly blue energy at
the room’s center.
Smell: Dust and ozone
The broken remnants of furniture and art objects cover the
floor of this large chamber. A rusted throne of wrought iron sits on a dais of
crumbling limestone in the center of the room’s north wall. 1d4 rounds after
the room is entered. The shimmering blue ball will explode (no damage). Ghostly
energy will disperse about the room and two spectral armies will form, a force
of Lizardmen and another of quite ones
and stone dead. These armies will
engage in a savage battle, complete with screams and the clang of weapons that
last for 3 rounds, after which the armies will be sucked back in to the newly
formed ball. This process repeats itself every 4 rounds.
A secret compartment in the rear of the throne (found on a
roll of 1 on a 1d4) contains an energy pistol with three charges. [Using
conventional rules the pistol does 3d6 damage]. Metal earth house rules it does
1d6 if the target makes a saving throw or a roll on the wound table if they do
not.
8. The Faux Bedroom
Illumination: very
dim yellow light from a ceiling mounted crystal
Smell: Dust with a
hint of oil
The noise of snoring can be heard immediately upon entering
this room- or before that if someone listens at the door.
This chamber is an obviously an ornate bedroom. It is full
of fine furnishings, including a large writing desk; a beautiful wardrobe with
gold inlay and (beneath the dust) a painting of the Cloelle the minotaur corn
goddess (think of a really hot chick, but with a cow’s head); and a four poster
canopy bed. The room is, of
course, as cobweb and dust covered as all the rest, however it appears that
someone is sleeping on the bed. If the sleeper is disturbed (or 3 rounds after
the room is entered if ‘he’ is not)
the door will slam closed and lock of its own accord. At this point the
sleeper will rise and attack the party.
The room is actually a trap for would be assassins and the
sleeper is, in reality, a techo-magical construct set there to lure in and
destroy said assassins.
Magical Minotaur Robot
AC 4 [15]
Hit Dice 4+4
Attacks: Blade 1d6/Gore 1d8+1
Move: 8
XP: 400
Special +2 to hit with Blade
The construct is a mass of gears and widgets held together
by glowing ruin inscribed brass and stone plates. It has the shape of a
minotaur.
The construct will fight until it is destroyed and is immune
to all magic.
A sword is welded into the robot’s left hand at the beginning
of combat. This is a +2 magical weapon and if the MMR is defeated the sword can
be removed in 1d6 turns.
The MMR’s horns are made from strange luminous blue crystal.
If removed they will fetch ~ 250 gp each.
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