26
ORGAN ROOM. This room gives the general impression of a chapel. The
walls are whitewashed stone and the floors are wood. Twelve benches
are here, divided by a central aisle. The south portion houses a
massive pipe organ of great power. There are a total of sixty six
brass and wood pipes of varying sizes. There are three banks of
ivory and jet keys, seven stops, and two great foot pedals. A large
padded chair is present, for the comfort of the player.
Any
untrained hand playing this magic instrument will cause a random
effect to occur:
1d12
|
Effect
|
1
|
Smoke
and gases billow out from the pipes and cover the entire room for
five turns. Creatures therein cannot see and will be blinded for
1d6 rounds even when they step out of the room.
|
2
|
A
shrieker (AC 7; MV 1”; HD 3; hp 18; #AT 0; D Nil; SD Noise; XP
23) grows and starts screaming.
|
3
|
A
heavy rain falls for one round, the next round everything is dry
except for the characters.
|
4
|
Streams
of flies pour forth from the pipes and rise to the ceiling, turn
into raisins and fall to the floor. If eaten they are harmless,
but taste like peppercorns.
|
5
|
Very
loud, everyone in the room must save versus breath weapon or
suffer deafness for 1-4 hours. This noise will also call for an
immediate roll for encountering wandering monsters.
|
6
|
Each
creature in the room becomes one year younger (50%) or one year
older (50%).
|
7
|
Organ
player becomes invisible until he or she leaves the room,
thereafter they will continue to believe themselves invisible for
one hour.
|
8
|
Clothes,
armor, possessions, etc. of organ player become invisible until he
or she leaves the room, thereafter the organ player will believe
the items are invisible for one hour, but they really aren't.
|
9
|
Hair
of organ player turns to leaves (or if bald, will grow leaves),
these will fall off in one day and a new head of shock white hair
will grow.
|
10
|
A
confused blink dog (AC 5; MV 12”; HD 4; hp 16; #AT 1 bite; D
1-6; SA Attack from rear 75% of time; SD Teleporting; XP 206) will
appear, apparently summoned by the organ.
|
11
|
The
secret door to Area 27 will swing open.
|
12
|
A
loud “WHUMP!” sound is heard, everything will go black and the
room's occupants will find themselves in Room 22 on the First
Floor.
|
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