9
WHISPERING WALLS. Those who enter this room are exposed to a dimly
heard but most unnerving whispering sound. There is a dirty
octagonal glass window in the south wall, about three feet wide at
its widest point, located about three feet off the floor.
The
sound is too soft to make out the words, but listeners will have the
dreadful sensation that the whispers are damning criticism of
themselves. Creatures who are semi-intelligent or less are immune to
the effect. Non-player characters are made uneasy by the sound and
can only remain in the room for as many segments as they have hit
dice.
The
Dungeon Master should relate to player characters that they feel
increasingly paranoid and nervous the longer they remain in the room,
though the sound cannot by itself force them to leave.
If
the walls are investigated, even a cursory inspection will cause the
examiner to discover they are covered by millions of tiny 'crying'
Triskelion faces whose miniature mouths are moving and producing the
plaintive whispering.
Characters
who spend 2 or more rounds in this room must begin to make saving
throws versus death magic in order to avoid the mind-bending effect
of the whispering. Success means that the character has staved off
the effect for that round. In the case of failure consult the
following table.
Fail by |
Effect |
1-3 |
Panic |
4-6 |
Enrage |
7 or more |
Feeblemind |
Panic:
Individual must leave room immediately, will be unable to engage
in meaningful activity for 2-8 rounds
Enrage:
Individual affected must immediately launch a spell or physical
attack upon any other creature. During enraged period of 2-8 rounds,
creature will not think of defense or any action save attacking.
Feeblemind:
This will affect even non-spellcasters. The individual's
combined intelligence and wisdom is in the 0-5 range when so
affected. The affected creature cannot attack or defend. This
condition lasts for as long as they are in the room, then another 1-4
turns following. All memory of spells are gone, though they can be
recovered by a heal, restoration, or wish.
The
window leads to Room 10. It has no latch for opening it and the
simplest way to get through is to smash it.
No comments:
Post a Comment