Tuesday, June 30, 2015


11 ROOM OF ABJURATION. The door to the room is marked by a black circle:

Four candelabras with tall blue candles are in each corner of the room, but they are not lit. On the floor is a bastard sword, a horn, and an arrow.

Magic does not work in this room and all magic items will act as though mundane. The Watcher in the Walls will not enter this room. The anti-magic effect will cancel the effects of altered or created objects from Rooms 2 and 3. It also cancels enchantments from Room 7, but does not reverse possession occurring in Room 10. It will counteract magical curses and nullify magical benefits caused by spells, magic items, or granted by magical beings. At the Dungeon Master's discretion, those benefits or disadvantages may reappear upon exiting the room.

When the room is exited, magic items will regain their powers. Sentient magic items, such as magic swords, will greatly desire to avoid this room in the future.

The sword is Das Dolorum, a Neutral Evil bastard sword + 2, gold dragon slayer (Intelligence 16, Ego 20)
  • Special purpose is to slay good
  • Special purpose power is fear, for 1-4 rounds
  • X-ray vision, 4” range - 2 times/day 1 turn per use
  • Telepathy, 6” range - 2 times/day
  • Determine directions and depth - 2 times/day
  • Detect evil/good in a 1” radius
  • Can read the common language and maps
  • Can speak the common language
  • Can speak with dragons and like creatures (dragon turtle, dragonne, etc.)
Das Dolorum will immediately attempt to dominate its possessor and slay the party the moment it is taken out of the room and it regains its horrid sentience. Use the rules on pages 167 to 168 of the Dungeon Master's Guide for explanations about conflicts between a magic sword and its holder. 

The horn is a horn of bubbles, and the arrow is an arrow +1.

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