6
ROOM OF ILLUSION/ PHANTASM. The door to this room is made of a
strange green marble veined in purple. It is marked by this symbol
in dark purple outlined with gold:
The
gold is real and worth 75 gold crescents if dug out somehow. A
dagger will suffice to perform this chore.
When
entered this room always appears different. Roll below:
1d12
|
Room
Appearance
|
1
|
A
tavern
|
2
|
A
different room in the castle
|
3
|
Inside
of a tent
|
4
|
A
forest
|
5
|
Underwater
coral reef
|
6
|
A
desert
|
7
|
A
room set up like a birthday party
|
8
|
A
cavern
|
9
|
A
roc's nest on a mountain-top
|
10
|
On
the back of an enormous turtle
|
11
|
A
graveyard
|
12
|
On
top of a giant eyeball
|
If
a party visits more than a dozen times just make up more. There is
always ambient light in the room. No matter what the room looks like
it will always have 11 inhabitants. These might look like pieces of
furniture, stalagmites, or standard inhabitants of the locale. They
are actually the heads of a demi-shadow
hydra.
Demi-Shadow
Hydra of 11
Heads (AC 5 (or 8); MV 9”; HD 11; hp 33 (3 for each head); #AT 11
bites; D 1d10 (or 1d4) X 11; SA 1-4 attacks on same opponent;
SD All heads must be killed to slay; XP 1703)
The
heads might look like monsters, in which case they will try to bite
normally. If they look like something else, like men, they will form
jaws from a portion of their substance and attack with that. It will
not be obvious that the separate parts join together to form a body,
unless the observer can see through illusions. Each
person must save versus spells each time the room is entered to
attempt to disbelieve, even if they have previously successfully
disbelieved on a prior visit to the room. If
they make their saving throw and disbelieve they will be able to
treat the demi-shadow
hydra as it truly is, only quasi-real. It will have an AC of 8 and
do 1d4 damage.
There
is a 40% chance that the demi-shadow hydra will remember that it is
not supposed to attack
anyone wearing a silver robe with blue comets on it. It cannot leave
the room or it will vanish.
If
the demi-shadow hydra is vanquished, the room will revert to its true
form, with green stone walls, ceiling, and floor. A waterfall is
against the north wall. There are no windows. The ceiling is green
and gives off an eerie glow that is enough to see by.
Written
above the waterfall is the phrase “Seeing is believing”. The
water of the waterfall appears from somewhere behind the north wall
about six feet off the floor, falls about five feet and disappears
before it hits the ground. The effect of the water fall is similar
to, but not exactly the same as, a legend lore or identify
spell. Any item placed behind the waterfall will reveal something
about its nature. A mundane item may reveal where it was made or the
name of its creator. An animal or person may reveal where it was
born, who its parents were, or its alignment. Invisible,
polymorphed, or illusory things will appear as they actually are.
Magic items may reveal their use or number of charges. The exact
effect is left to Dungeon Master fiat. The knowledge about the item
will be obvious by sight or be implanted into the mind of the
observers.
The
waterfall may be used three times before the water temporarily
disappears for 12 hours. The room
will remain inert during this time before reverting to its attack
form.
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