Saturday, August 15, 2015

UPPER DUNGEONS LEVEL ONE 18 ROOM OF THE CAULDRON.

18 ROOM OF THE CAULDRON. Two leaden zombies are here, their dull gray skin the color of tarnished lead.

2 Leaden Zombies (AC 6; MV 6"; HD 4; hp 17, 21; #AT 1; D 1-10; SA Always lose initiative; SD Limited spell immunity; XP 128, 144)

Leaden zombies can be turned as though they were wights and have the same immunities as normal zombies.

A large metallic cauldron (4' circumference) sits in the center of the room. If a corpse is placed within, it will become a leaden zombie. Anything else will turn to lead (magic items get a saving throw vs crushing blow). Living beings sticking a body part inside must save versus petrification or suffer 1d6 damage. Living things climbing in or being thrown in must save vs petrification or turn into a lead statue (normal animals like roaches and mice instinctively avoid it). The cauldron could be moved, but is made of lead and weighs 9000 gp weight.

Each time the room is re-entered, there will be a 50% chance that 1d4 new leaden zombies will be here, unless the cauldron has been removed or destroyed.

3 comments:

  1. should be two leaden zombies in the initial text, not three
    p.s. will there be a new magic item entry for the cauldron?
    cheers,
    Groaning Spirit

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  2. Oh, the cauldron is really just a trap-like item. It could be exploited by the amoral, but it's pretty heavy. Not worth xp, gp value up to DM.

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