4
CHAPEL OF THE DAMNED. The northwest wall holds a raised altar of
plain gray stone with a body recumbent upon it. Facing the altar and
occupying the majority of the room are benches holding the still
seated but dried corspses of dozens of men and women.
The
figures on the benches are merely bodies, rigid in death, but the
souls of these cultists are bound within the very walls of the
chapel. When this room is intruded upon, the spiral patterns in the
walls will begin to metamorphose into vague faces. From the designs
will emerge gray phantoms. 1d4+1 will appear per round as long as
the room is occupied by living beings, up to 35 in all.
35
Gray Phantom Restless Dead (AC 4; HD 1; hp 6 each; #AT 1 touch; D See
below; SD Silver or magic weapon to hit; XP 55 each)
The
touch of a gray phantom is dangerous to a living person and calls for
a saving throw vs death magic. If the saving throw is failed the
victim will suffer the following effect:
1d10
|
Effect
|
1-4
|
1d6
damage
|
5
|
Age
1d4 years
|
6
|
Drain
1 attribute point (roll 1d6, 1=strength, 2=intelligence, 3=wisdom,
4=dexterity, 5=constitution, 6=charisma)
|
7
|
Fear
(roll 1d10, 1-3= run towards Room 3, 4-6= run towards Room
7, 7-10= paralyzed with fear) They may make another saving throw
each round to try to cast off effect.
|
8
|
Disgust
at touch of unclean thing, vomit or dry heave and may perform no
other action for one round
|
9
|
Lucid
nightmare (roll 1d10, 1-4= attack fellows believing they are
undead, 5-7= believe they are a lost soul and try to enter wall,
8-10= believe they are a dried corpse and sit on bench) They may
make another saving throw each round to try to cast off effect.
|
10
|
Slow
for 1d4+2 rounds
|
Lost
attribute points will return at the rate of 1 per hour in reverse
order in which they were lost.
The
figure on the altar is the shriveled gray corpse of a man with a
bejeweled dagger buried in his chest. The dagger has a gold handle
decorated with rubies and appears to be worth about 400 gold
crescents. The dagger is cursed: it appears to be a +1 weapon, but
when its owner is faced by an enemy the dagger will teleport
to the character's hand and will become glued to it, forcing the
owner to fight with it, where it will act as a -1 weapon. If the
character tries to throw the dagger it will act akin to a backbiter
spear, doing 2-5 points of damage. The dagger cannot be gotten
rid of unless an exorcism is performed.
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