56
LOWER RITUAL ROOM. The exterior surface of the entry door and a
portion of the adjacent wall has had a magic circle of protection
inscribed upon it in yellow paint. Opening the door will 'break' the
circle, freeing the monsters trapped inside.
2 Lemures (AC 7; MV 3”; HD 3; hp 15, 13; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 110, 104)
2 Lemures (AC 7; MV 3”; HD 3; hp 15, 13; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 110, 104)
The ceiling of this room is thirty four feet high and stairs lead to Room 69 of the Second Floor. The staircase is eighteen feet high and very steep. The two rooms are open to each other. In other words, there are no walls to prevent one from stepping from the upper room and falling into the lower room. Biding its time in the upper room is an imp in the shape of a raven.
Agyrfals the Imp (AC 2; MV 6”/18”; HD 2+2; hp 11; #AT 1 tail; D 1-4; SA Poison, magic use; SD Regenerate 1 hit point each round, magic or silver weapon to hit, immune to magical cold, fire and electricity, save versus spells as 7 HD creature; MR 25%; XP 341)
Agyrfals can also turn into a large spider (AC 8; MV 6"*15"; #AT 1 bite; D 1; SA Poison). He will observe the character's struggle with the lemures and attack if he thinks he can easily defeat them. Otherwise, he will try to avoid the characters and escape from the room in his raven form after they leave or while they are distracted. Agyrfals is more interested in escape from the room than he is in killing a few random adventurers. If able to escape, he will do his best to cause mischief and may be encountered allied with a tougher monster or evil Triskelion family member in another part of the castle or dungeon.
This room and the Upper Ritual Room were used as summoning chambers for Triskelion family members. They also used to carry out foul rites by evil clerics in the family. Part of the magic of the two rooms is that they act as barriers to the egress of summoned or conjured monsters.
Five large stained glass windows are in the south wall. These depict the following monsters: a night hag, a vrock, a barbed devil, a blue slaad, and a mezzodaemon. Each window also has a circle of protection, thus preventing the imp from smashing the windows and flying out. The floor is a single massive stone block upon which three more magical circles of protection have been carved. The lemures and imp do not need to avoid these areas since they have not been activated. Eight tall black candles supported by freestanding holders are present. Near the west wall is a wooden table holding a bloodstained bowl and a selection of a dozen cruelly shaped knives. A secret trapdoor is present in the ceiling. It connects to Room 28 of the Third Floor, but it is not visible from this side, either. It has also been ensorcelled to prevent exit by summoned beings.
No comments:
Post a Comment