77
SECRET ROOM. This room is an unholy site, and good clerics and
paladins will cast their spells and affect undead as though they were
two levels lower than they actually are.
The
room is lit by torches glowing with crimson flame, present in
wall-mounted cressets. There are no windows, instead the north wall
is a large mural showing a judge preceding over a trial. The other
walls have been painted red. A large open stone sarcophagus is near
the east wall. It is filled to the brim with viscous red fluid. A
large number of human bones and two small iron chests are near the
south wall.
The
red liquid in the sarcophagus is the specially prepared blood of
innocents and vampires infused with unholy water. Lying down inside
the sarcophagus and completely submerged in the blood is the vile
Hesiod Triskelion. Hesiod will become aware that his sanctum has
been entered within a round. The round after that he will emerge,
ready to attack. Unless the party has already begun to investigate
the sarcophagus, he will surprise on a 1-4 in 6.
Hesiod
Triskelion, Restless Dead (AC 3; MV 12”; HD 5+3; hp 28; #AT 1 fist;
D 1d12; SA Magic use, surprise on a 1-4; SD Limited spell immunity;
XP 518)
Hesiod
is trying to artificially turn himself into a vampire-like creature.
He now has the appearance of a tall, muscular, and physically
powerful crimson skinned man and of course he will be dripping with
blood. His face still resembles that of an ugly and balding elder.
He wears a heavy gold medallion decorated with a balance about his
neck worth 3500 gold crescents.
Hesiod
is immune to mind-affecting spells, such as sleep, charm,
and hold spells. He is also immune to cold magic and other
cold-based attacks. While he cannot be turned in this room, he can
be turned as a 'Special' undead if he leaves here. He is subject to
exorcism.
He
can strike with his fist for 1d12 damage. He
also has the ability to do any one of the following, one at a time,
at will instead of making a physical attack: animate
dead, detect invisible
objects, and produce fire. The bones and skulls in the
room are sufficient to make up to a dozen skeletons. Hesiod will be
able to animate 2d4 each time he tries.
12
Skeletons (AC 7; MV 12"; HD 1; hp 5, 3, 7, 8, 7, 4, 2, 5, 4, 8,
1, 5; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited
spell immunity; XP 19, 17, 21, 22, 21, 18, 16, 19, 18, 22, 15, 19)
The
judge in the mural is, of course, Hesiod. He is similar to his
current form in the appearance of his face only. His body seems to
have been much smaller and his arms thinner before his change. His
judge's robe in the painting is identical to those seen in the
wardrobe in Room 76. In the scene, he is sentencing a dozen peasants
to death despite their pleas for mercy. His face is smirking at
their protest.
Each
chest is locked. The first holds 1450 gold crescents. The second
holds 356 gold crescents and eight red-brown spinels. Each of these
gems has a 100 gp base value.
The
torches are magical and will never go out unless the place is defiled
(such as with holy water) or if Hesiod is defeated. If Hesiod is
defeated, his body will revert to that of an old man's once again.
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