Room 52) 10’ x 10’ x 30’ trap
1 gelatinous cube in the celing
Room 53) 30’ x 70’ x 20’ ( 42,000 cubic feet)
3 giant lizardschest with 300 gp inside and a cube with a green face, a red face, magenta face, pale green face, light gray face, and a face that doesn’t seem to be there. Touching various faces in combinations will get tone or beep or music or flashes of light. It isn’t actually doing anything. If any one person looks at it for one minute, they will be deluded into believing that their Strength is now 18/00 regardeless of class. Or Intelligence of 19 if their strength is already 18/00. They will not give the device to anyone willingly. Its not worth any experience. But will sell for 1,000 gp if they can find a buyer. The device is called Tark’s Cube.
Secret door to corridor AV: a square with 9 divisions on the wall a b c
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a | 2 | 1 | 2 |
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b | 1 | 4 | 1 |
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c | 3 | 1 | 3 |
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pushing on left a,a,2 square, then on right side a,c,2 square the door opens by sliding into the floor. Any other combination causes a large gong to sound, but only in the minds of the characters. The wrong combination locks the door for 1 turn. I let them ‘see’ the correct square combination with a Detect Magic. The a,a,2 being a stronger item under Detect Magic.
Secret door to room 52: opened by Knock or Dispel Magic at 10th level.
Room 54) 40’ x 50’ x 30’ ( 60,000)
chest 4’ x 6’ x 3’ high15,000 copper pieces party leader roll a 1d6. If get a one, pick a random character to be hit by 4d4 + 4 magic Missles
Room 55) 30’ x 70’ x 20’ ( 42,000 cubic feet )
chest 1: 1,900 gpchest 2: illusion of 20,000 gp actually whirling blades: 3d6 hp damage to any reaching into chest
chest 3: 7,000 gp
Room 56) 10’ x 10’ x 10’ teleport and reception number 1, with room 57
trap: teleports anyone (living and gear) to room 57 receives transmissions from room 57
Room 57) 10’ x 10’ x 10’ teleport and reception number 2, with room 56
trap: teleports anyone (living and gear) to room 56receives transmissions from room 57
5 percent chance/attempt to rescue anyone will cause them to be trapped forever,
going from room 56 to room 57 and back and forth, short of a Limited Wish or Wish.
Room 208) 40’ x 40’ x 30’ ( 48,000 cubic feet)
secret panels in room, find the same way as secret doorsthe panel number is in order found:
1) opener hit by 5d4 + 4 Magic missles
2) sack 1,400 sp
3) sack 700 gp
4) small chest filled with Yellow Mold
5) small chest 1,200 sp
6) sack 650 gp
7) loose 1,500 gp
8) opener receives 2d4 + 2 magic missles
9) loose 850 ep
10) sack 1,100 sp
11) sack 200 gp, but they have the face of a jester on one side and are from Isle of the Jester, worth 2 PP each
12) opener gets spear in chest 1d6
13) loose 700 sp
14) one 800 gp jewelry, one 1,100 gp gem
15) long sword + 1 cursed
This room is also the teleport reception area for the Crypt Thing in room 30, level 3.
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