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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