8 HAUNTED ROOM. The door to this room is made of black iron. It has been
sealed along its edges with red wax and someone has used a seal to
imprint thaumaturgic triangles on
the wax. The door can be forced open without too great a
trouble, however, as the wax crumbles easily.
Inside
there is a hunched over person seated on a iron chair in the center
of the room, facing southeast. The room is relatively dry and the
room appear cramped because the ceiling height is only six feet. A
fire pit and an iron poker are just north of the chair.
The
figure seated in the chair is the corpse of Eldrid Triskelion. His
arms are tied behind his back and his head hangs down limply to his
lap. Eldrid was an unattractive older man and his corpse is even
more foul-appearing. Only a few strands of black hair cling to the
back of his dry leathery scalp. Nevertheless, the body is in very
good condition, perhaps because of the hermetic sealing of the room.
If
even a cursory examination is made, it can be determined that he died
of torture, as there are numerous blackened areas on his face and
chest where the hot poker was used on him. A rival Triskelion wizard
kidnapped him, tortured him to death, and replaced him with a
simulacrum (see Room 29 First Floor Inner Ward). He wears a gold
chain of office with a heavy gold medallion decorated with his
personal symbol (the three-headed tiger) and several small emeralds
(10,000 gold crescent value).
If
his medallion is touched or taken, Eldrid's restless spirit become
enraged, inhabit his body, and break his bonds, then attack. While
Eldrid is breaking the ropes, the party automatically gains the
initiative.
Eldrid
Triskelion, undead horror (AC 4; MV 12”; HD 6+1; hp 29; #AT 2
claw-like hands; D 3-10/3-10; SA Paralysis as a ghast; SD Limited
spell immunity, resistance to normal weapons; XP 732)
Infused
with ectoplasmic energy, Eldrid has an effective strength of 18 and
paralyzes with the same effect as a ghast. Magical, silver, or black
iron weapons affect him normally, but other weapons do only minimum
possible damage (including strength bonus, if applicable). He has
all the immunities of undead (sleep, charm, hold, cold-based
attacks) and can not affected by the clerical ability to turn or
destroy while in this room.
If
the adventurers somehow escape him, but leave him still intact, he
will regenerate his hit points after 24 hours and then can track his
medallion without error, likely appearing at an inopportune moment.
Outside of this room, he may be turned as a “Special” undead, but
not by those who have taken his medallion. An exorcism
spell, immersion in holy water, immolation, or dissolving him in acid
will defeat him utterly.