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SOUTH LABORATORY. The entrance to the room is a closed metal hatch.
The room is divided into three sections divided by glass walls, with
a glass door in each wall.
In
the middle portion, there are fourteen zombies shambling about and in
the far portion a human woman is trapped. She will gesture to the
adventurers frantically when she sees them, while the zombies will
gibber and move move to the glass wall clawing with bloody hands. If
the party opens the glass door and fights the zombies, the woman, a
cleric named Zelda, will also enter the middle portion from her side
to help.
14
Infected Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA
Disease, always lose initiative; SD Limited spell immunity; XP 46
each)
These
zombies are not undead, so they are immune to turning. Instead, they
were accidentally infected with a pathogen developed in this
laboratory. They are immune some spells that affect the rational
mind, such as charm
and suggestion, but
they will be affected by cold damage, sleep
spells, and hold
spells. Most are wearing white lab coats, stained with black blood
oozing from their mouths.
Any
person taking damage from a zombie must sdave vs poison or they wil
be infected by the zombie's disease. In one day they will develop a
fever and intense pain in the head and chest. Over the next 1d4+1
days they will become an infected zombie unless a cure
disease spell is
administered.
The
zombies can't open the doors since they lack manual dexterity. The
middle portion is a laboratory, with countertops, glassware, and
tools as one would expect. But most of the glassware has been broken
by the clumsy zombies. The infectious agent that caused the trouble
has been rendered inert after long exposure.
Zelda,
Neutral Good female human Cleric of Adriel (AC 3; MV 12“; C6; hp
28; #AT 1; D Footman's Mace; SA Spell use; S 14, I 12, W 14, D 14, C
10, CH 16; XP 624)
First
Level Cleric Spells:
Create
Water, Cure Light Wounds, Protection From Evil
Second
Level Cleric Spells:
Find
Traps, Hold Person, Silence, 15' Radius
Third
Level Cleric Spells:
Create
Food & Water, Cure Disease
She
wears chain mail +1
and has a normal shield. She has three vials of holy water (in
special crystal containers worth 3 gold crescents each) and a small
bar of iron for the hold person
spell. She belonged to an adventuring party that tried to clear this
room, but were eaten by the zombies. She was able to flee to the far
section and close the door before being hurt. She has the following
treasure that her party managed to accumulate before this disaster:
- Three sacks holding 3267 gold crescents and 2978 silver spanners.
- A gold medallion of diabolic looking human face with red eyes. The eyes look like rubies at first glance and it appears very valuable, but in reality they are just red glass. It is still worth 600 gold crescents.
- A scroll with the magic user spells ESP, invisibility, and levitate.
- A glaive-guisarme +1.
- A wand of secret door & trap detection (72 charges, command word “Snick snack snocker” known to Zelda since she saw the party magic-user use it before).
In
the near portion, there are white lab coats on hangers, a sink with
running water and a pink soap dispenser, and red trash bins marked
with a skull design.
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