Thursday, December 14, 2017

THE GROUNDS 33ZZZ ROOM OF THE DIAL.

33ZZZ ROOM OF THE DIAL. On the wall hangs a dial, like that seen on an antique radio or timer. Exposed metal machinery is beneath it, with a silver dagger jammed in at a jaunty angle, severing several wires. To either side of the dial there is are fine metal grates which emit sound when the dial is moved.

1d10
Result
1
A deep booming sound, causing the room to shake and dust to rise.
2
A high pitched noise above the threshold of humans. Animals such as dogs will whine and complain due to the irritating sound.
4
Loud noise, roll immediately on wandering monster table.
5
Infrasound that causes paranoia, each character save vs death magic or become so uncomfortable they must leave the room.
6
A chant, all must save vs spells or fall asleep for 1d4 turns.
7
A strange trill which will summon 1d4+1 skeletons holding scimitars with gilded pommels (50 gold crescents each). They will serve the one who turned the dial until they are destroyed.
8
A melody appears in the head of the one who turned the dial. They have just memorized a random sixth level magic-user spell which they can use even if not a spellcaster.
9
A sad love song.
10
A deep low sound well below the threshold of human hearing. Cracks appear on the ceiling and the plaster breaks, releasing five dead bodies which fall to the floor with a sickening plop. They are zombies.

Reroll duplicates, after 10 rolls the dial falls off and is the machine is no longer working.

Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D Scimitar; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

5 Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

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