77 SECRET ROOM. This room is an unholy site, and good clerics and paladins will cast their spells and affect undead as though they were two levels lower than they actually are.
The room is lit by torches glowing with crimson flame, present in wall-mounted cressets. There are no windows, instead the north wall is a large mural showing a judge preceding over a trial. The other walls have been painted red. A large open stone sarcophagus is near the east wall. It is filled to the brim with viscous red fluid. A large number of human bones and two small iron chests are near the south wall.
The red liquid in the sarcophagus is the specially prepared blood of innocents and vampires infused with unholy water. Lying down inside the sarcophagus and completely submerged in the blood is the vile Hesiod Triskelion. Hesiod will become aware that his sanctum has been entered within a round. The round after that he will emerge, ready to attack. Unless the party has already begun to investigate the sarcophagus, he will surprise on a 1-4 in 6.
Hesiod Triskelion, Restless Dead (AC 3; MV 12”; HD 5+3; hp 28; #AT 1 fist; D 1d12; SA Magic use, surprise on a 1-4; SD Limited spell immunity; XP 518)
Hesiod is trying to artificially turn himself into a vampire-like creature. He now has the appearance of a tall, muscular, and physically powerful crimson skinned man and of course he will be dripping with blood. His face still resembles that of an ugly and balding elder. He wears a heavy gold medallion decorated with a balance about his neck worth 3500 gold crescents.
Hesiod is immune to mind-affecting spells, such as sleep, charm, and hold spells. He is also immune to cold magic and other cold-based attacks. While he cannot be turned in this room, he can be turned as a 'Special' undead if he leaves here. He is subject to exorcism.
He can strike with his fist for 1d12 damage. He also has the ability to do any one of the following, one at a time, at will instead of making a physical attack: animate dead, detect invisible objects, and produce fire. The bones and skulls in the room are sufficient to make up to a dozen skeletons. Hesiod will be able to animate 2d4 each time he tries.
12 Skeletons (AC 7; MV 12"; HD 1; hp 5, 3, 7, 8, 7, 4, 2, 5, 4, 8, 1, 5; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 19, 17, 21, 22, 21, 18, 16, 19, 18, 22, 15, 19)
The judge in the mural is, of course, Hesiod. He is similar to his current form in the appearance of his face only. His body seems to have been much smaller and his arms thinner before his change. His judge's robe in the painting is identical to those seen in the wardrobe in Room 76. In the scene, he is sentencing a dozen peasants to death despite their pleas for mercy. His face is smirking at their protest.
Each chest is locked. The first holds 1450 gold crescents. The second holds 356 gold crescents and eight red-brown spinels. Each of these gems has a 100 gp base value.
The torches are magical and will never go out unless the place is defiled (such as with holy water) or if Hesiod is defeated. If Hesiod is defeated, his body will revert to that of an old man's once again.