22
GROTESQUE GUARDIANS. The door to this room is capable of being
locked, but is not. The werewolves will not enter here.
Four
large paintings give off an uncanny glow. Two are located to east
and two to the west. Each is a full body portrait of a bird-headed
humanoid. These paintings are highly surrealistic, as though
performed under the influence of mind-altering drugs. Facial
features and body parts are subtly out of place and distorted. Each
painting bears a title.
Painting
|
Name
|
Weapon
|
Features
|
Northeast
|
Axilar
|
Morning
star
|
Green
body with owl-like head
|
Southeast
|
Limar
|
Footman's
Flail
|
Head
and neck like a flamingo with a white and purple body
|
Northwest
|
Thoom
|
Trident
|
Head
of a hawk, but turned around backwards; red body
|
Southwest
|
Ategev
|
Scimitar
|
Blue
body with head like a orange cockatoo and possessing a gaping open
beak
|
If
the characters enter the room, the portraits will speak in unison
“What business do you have with the master's things?” If the
characters do not leave immediately or supply a satisfactory answer
(Dungeon Master's judgment), all four will step down from their
glowing frames, saying their names as they do so.
4
Bizarre Bird Man Paintings (AC 5; MV 9”; HD 5; hp 25 each; #AT 2; D
By weapon type; SA Weapons act as though magic; SD Limited spell
immunity; XP 255 each)
They
will prevent the characters from entering Room 23. Their weapons act
as though they were +1 in quality, improving their chances to hit and
do damage. They are immune to mind-affecting spells, such as sleep,
charm, and hold.
If
defeated, the beings dissolve into pools of paint and their frames
will shatter and fall to pieces. If the characters should happen to
damage the strange beings and then flee, they will return to find the
survivors at full strength, for they regenerate fully if they return
to their paintings. If the frames are destroyed, however, the bird
men cannot regenerate. They will never leave this room.
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