32
THE MIST. The room is filled with a clinging black smoke or mist.
Sight is limited in a way similar to a darkness
spell (-4 on 'to hit' rolls). Anyone traversing the room
will be attacked by three shadows.
3
Shadows (AC 7; MV 12”; HD 3+3; hp 15, 11, 10; #AT 1; D 2-5; SA
Strength drain; SD Magic weapon to hit, limited spell immunity; XP
315, 299, 295)
The
mist will actually attach itself to the characters. It is actually
particles of matter and may be counteracted by a gust
of wind or similar effect. Magical sources of light
(light spell, magic sword, etc.) are only somewhat effective
and will not dispel the mist, although they will allow characters to
see the shadows attacking them (only -2 on 'to hit' rolls).
Non-magical sources of light, the native ability to see in the dark
possessed by many demi-humans and humanoids, and infravision
spells are not effective. The shadows can see perfectly well and
suffer no penalty.
The
statues in the corners of the room are identical to the one in Room
28, but have garnets for eyes instead of rubies (100 gold crescents
per stone).
After
exiting the room, the clinging mist will slowly flake off and drift
away, leaving greasy black spots where it lands.
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