25B
PAR 4 THE COURSE. The double doors from Room 25A open onto a long
corridor about 20 feet wide by eighty feet long before there is a
turn to the right. The floor is made of a firm green and very
durable substance that feels like felt. Next the the doors is a
weapons rack holding on club (resembling a putter) for each
adventurer. Their names are engraved on the shaft.
These
clubs are special and act in the following fashion based on character
class:
Fighter,
paladin, or ranger – act as two handed sword +1 for damage, etc.
Thief,
assassin, bard, or monk (and small fighters, dwarf, halfling, gnome)
– act as a broad sword +2
Cleric
or druid – act as a footman's mace +2
Magic-user
or illusionist – act as a wand of magic missiles, may shoot one
magic missile per round
Multi-class
– DM's choice
The
clubs may used, even for characters for which that weapon is not
normally allowed.
Behind
the bend there is one ballboy for each adventurer.
Ballboys
(AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)
The
ballboys look like humans with enormous white spherical heads, marked
by small dimples. They have eyes and a mouth in the areas one would
expect them. Their clubs also resemble putters, but do only club
damage.
After
the bend the corridor continues another sixty feet, where there is a
five foot wide hole in the floor. This hole is as dark as a darkness
spell and is actually a teleporter to the Room 25C. The first
character to enter will get a score of 1. The second a 2, and so on.
The character who finishes all the courses with the lowest score is
the winner.
No comments:
Post a Comment