63
ROOM OF MYSTERY. This room will appear differently each time it is
visited. Roll a 1d20 to determine what room is found each time the
door is opened.
Room
1: The room is 10'x10'. A throne holds a diamond resting on a
plush red cushion, it is actually a glass fake.
Room
2: A 5'x2½' broom closet with brooms and mops.
Room
3: There is no room, the doorway is blocked with red bricks.
Room
4: The room is 20'x20' a pool of pink syrup is here. A drink
will heal 3-12 hit points to the first character who tries, then the
liquid will turn into green slime.
Green
Slime (AC 8; MV 0”; HD 2; hp 13; #AT 1 (drip); D Turn to slime in
1-4 rounds; SA Corrosive properties; XP 626)
Room
5: The room is 20'x25', it is a library but the books are filled
with blank pages.
Room
6: There is no room. The door opens into outer space and
galaxies, stars, planets, and comets can be seen. Strangely, the
characters are completely safe unless they step out into the void.
Room
7: The room is 30'x40', it is the den of two giant scorpions.
2
Giant Scorpions (AC 3; MV 15”; HD 5+5; hp 17 each; #AT 2 claws and
1 sting; D 1-10/1-10/1-4; SA Poison sting; XP 752
each)
Room
8: The room is a 10'x10'. A real diamond sits on a plush red
cushion on a throne. Its value is 7500 gold crescents.
Room
9: The room is 20'x35', a painting of a clock is against the far
wall, the handles of the clock are moving and it is the correct time.
Room
10: The room is 10'x10', an envelope sits on the floor. It
holds a currently due and bona fide tavern bill for one of the
characters (3 silver spanners, roll character randomly). They will
be forced to pay it as if geased.
Room
11: The room is a water closet, 10'x10'.
Room
12: The room is 30'x40', it holds a giant floating head
identical to the one in Room 62, except it is real.
Giant
Floating Head (AC 7; MV 3”; HD 6; hp 40; #AT 1; D Small fireball
for 3-18; SD Immune to fire; XP 565)
The
giant floating head will not give chase if the party flees.
Room
13: The room is 10'x30', it is a pantry filled with jars of
pickles.
Room
14: The room is 20'x25', a silver flute (30 gold crescents) and
sheet music are on a table.
Room
15: The room is 10'x25', a swinging log trap launches itself
towards the party. The persons in the first row must save vs
petrification at -4 to dodge or take 4-16 points of damage. The
persons in the second row must save vs petrification or take 2-8
points of damage.
Room
16: The room is 30'x40', but the ceiling is 50' high. A wooden
wand is in the middle of the floor. It is a fake, but written on it
is the word “Caramel”. A key is on a hook 40' off the floor,
above the doorway. A cupboard is located 30' off the floor, located
on the far wall. The cupboard is locked, but can be opened by the
key. It contains a real wand of frost (75 charges), which
works when the command word “Caramel” is used.
Room
17: Two skeletons are sparring with longswords. If interrupted,
they will attack the adventurers. The room is 20'x20'.
2
Skeletons (AC 7; MV 12"; HD 1; hp 8 each; #AT 1; D Longsword; SD
Sharp weapons score half damage only, limited spell immunity; XP 26
each)
Room
18: A djinn lives in this 20'x30' room. He will magically
create any one food each adventurer wishes before disappearing. The
food is delicious and nourishing (heals 2-5 hit points, or heals any
one disease or curse that the character has). He is affable but
will perform no other service.
Djinn
(AC 4; MV 9”/24”; HD 7+3; hp 33; #AT 1; D 2-16; SA Whirlwind,
magic use, SD Resist air-based damage; XP 890)
Room
19: The room is 25'x35'. A structure in the center of the room
resembles a raised ship's wheel turned on its side so it is
horizontal. If all the adventurers enter the room and close the
door, the room will begin spinning wildly. Anyone who does not grab
onto the wheel must save versus petrification be thrown against a
wall and suffer 1d4 damage.
When
the room stops spinning the door will open by itself, and the
adventurers will find themselves in a cave located 1 mile from the
castle. No return trip is possible by means of the door in the cave,
as it now opens onto solid rock. A cave entrance is present,
however, and the party may exit that way.
Room
20: The room is 10'x10'. If all of the adventurers enter the
room and close the door, they will feel the room rise (50%) or
descend (50%), like an elevator. When the room stops, the door will
open by itself, revealing one of the other 19 rooms in this list.
If the door is closed and opened again, it will lead to the hallway.
The
Dungeon Master should not reuse the rooms, or do so sparingly. If
the Room of Mystery is visited more than 20 times, you are encouraged
to add rewards and dangers of your own devising.