Saturday, February 27, 2016


23 A MUSICAL TRAVESTY. The door to this room is non-standard. It is made of brass and decorated with screaming faces in relief.

The room holds rows of pews, as if it was a chapel of some sort. They face the west wall, where a horrible musical pipe organ is erected. The bottom portion of the organ appears normal enough, with all of the usual foot pedals and keys present. However, the pipes have been replaced with human heads (18 in all). A large comfortable padded chair sets before the organ and sheet music is arranged, ready to play. The floor is earthen, instead of stones.

If the organ is played, the zombie-like heads will groan the musical notes. The heads are animate and will try to bite at anyone who approaches too closely.

18 Zombie Heads (AC 10; MV 0"; HD 1; hp 1 each; #AT 1 bite; D 1; SA Always lose initiative; SD Limited spell immunity; XP -)

If the sheet music is played as written, it will awake the corpses of six restless dead who are buried just below the floor.

6 Restless Dead (AC 8; MV 9”; HD 2+2; hp 14 each; #AT 2 claws; D 1-4/1-4; SA Kiss; SD Limited spell immunity, resistance to normal weapons; XP 107 each)

These restless dead greatly resemble the zombies from Room 22, but are covered with dirt and have two attacks with their claw-like hands. Because the restless dead must rise from their positions under the floor, in the first round only they will automatically lose initiative. They are immune to mind-affecting spells (hold, sleep, charm, etc.) and cold. Normal weapons only do 1 point of damage to them, but silver and magic weapons attack as normal. They cannot be turned in this room, but if they give chase or are otherwise lured out of the room they can be turned as wights.

If the restless dead are defeated and the earth they have disinterred is searched, a small sack tied off with a purple ribbon will be found. It holds 313 silver spanners, 3 moonstones (250 gold crescent value each), and three stoppered metal tubes, each of which holds a potion of undead control. The potions control ghasts (blue, smells and tastes of fresh blood), ghosts (red, no smell, tastes of sugar water), and wights (grey with silver flecks, smells of urine, tastes bitter like quinine).

This room belonged to the Zarkov Triskelion. He would often come here alone to play as he found the “music” soothing.

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