This is my contribution to a collaborative L3-6 dungeon being brewed at the Trollbridge...
It's rather AR Holmes, I think, gothic and dangerous!
The door to this room (5’ wide and 15’ high, 3” thick) has a
steel, virtually indestructible, clock set into its bronze surface. The hands
of the clock are not moving. Magic can be detected from the clock – it has a
‘duration’ spell on it. Skulls are embossed around the edges of the door.
The door can
be opened only if the hands of the clock – currently at 6.30 – are moved
to 12 o’clock. If this is done, a ‘click’ will be heard which signifies the
lock mechanism being sprung. Once started, the clock winds anti-clockwise. An Omnipotent Eye spell will now reveal
that anyone not passing through the door will have a Hell Bomb Bursts go off inside their head when the clock completes
its cycle back to 12 again. [Note for GM – if the pcs do not use Omnipotent Eye and then Glue
You, they will really be racing against time.]
The hands are moving at a speed that will allow them to get
back to 12 in 30 minutes. A further OE spell will reveal that the clock can be
slowed by a Glue You spell to give
double the time.
Beyond the
door, the room is 50’ wide by 120’ long, with a ceiling covered with spikes some 20’ above the floor, which
is a sheet of heavily oiled steel –
very slippery so L1 DEX for physical
activities requiring moderate movement, L2 + for more ambitious manoevres. The
spikes will only fire downwards if the ceiling is struck hard (eg by the statue in a fight perhaps) – each pc would
be hit by 1d6 spikes doing 2d6 damage each directly through armour with the
level of a SR made on their choice of LK, DEX or SPD reducing the damge by 2
per level.
The walls
are mirrors and the room is filled with musky mist, coming from large
braziers burning in each of the 4 corners. Visisbility
is no better than a half-moon, cloudy night. The braziers could be overturned
with L4 SRs on STR. The mist saps
those breathing it in so that SRs become
1 level higher every 5 minutes (L2
INT to notice, GM to get players to roll without telling them what for).
In the
centre of the room is a statue of a 6-armed
spider-eyed humanoid monster. The statue is 10’ up on a pale blue cube of rock, 10’ for all
dimensions. The statue is itself 8’ tall and carries 3 bows and has a large sheaf of arrows on its back, as well as
having 2 scimitars on each hip. It
is magical and cannot be affected by magic
less than L10 while un-animated. Its many eyes are rubies which can fire
heat rays when it is active. The rubies are worth 2000 GPs in total.
The statue
activates when a mirror is cracked. If this happens, the pc breaking a
mirror must make a L7 SR on LK or appear to become instantly unlucky – a black cat tattoo appears on the back of
each hand with the number 13 beside it (permanent). In fact, the pc just suffers the next SR being 13 levels higher
(APs to boot) unless a critical fumble
was rolled in which case the unlucky run is 13 SRs.
When a
mirror is broken, the room begins to fill with thick green slurry from the place where the
glass broke. The slurry smells very nasty. PCs need to make a L1 SR on CON of fight at 50% combat
adds until washed off. If it is consumed,
it reduces all physical attributes by 1d6 permanently. The slurry can be used
to hide from the animated statue – or be hurled at it (the slurry will make bow
shots harder by 1 level and the monster fights
at 50% effectiveness if knocked into it – as do the pcs unless they make L3 SRs on the average of STR and DEX).
The monster
has MR600 and cannot be harmed by magic or physical assaults until activated. Makadee will fire at the unluckiest
3 pcs each round until forced to join melee combat. It needs only avoid a critical fumble to be on target
and does 4d6 damge directly through armour per hit. PCs can reduce the damage
taken with successful LK SRS – L1
reduces by 25%, L2 by 50% and so on. The monster resists direct magical attacks
if the caster’s WIZ is less than 60.
It will attempt to slash ropes thrown about it once animated (its SPD is 20 if this is needed should the
pcs attempt to topple it). The mosnter’s
eyes can also do damage – it will target the smartest pc and do 2d6 direct
damage unless that pc is able to make a L2
SR on either DEX or SPD to evade the attack.
The block of
stone the monster stands on has 2
secret doors, one facing the pcs aas they enter, the other at the rear.
They take an Oh There It Is spell or
a L3 SR on any of INT, LK or DEX to
find (the GM should listen carefully to what the pcs say they are doing rather
than give an easy choice). The door at the front is unlocked and teleports pcs out of the room.
The rear
door in the stone is also unlocked and contains a slim silver headband with the words, “Don’t Think To Possess Me”. The crown
is magical but gives off a zap doing 2d6
damage if anyone attempts to cast magic on it (eg Omnipotent Eye). To possess the power of this artefact, a pc must fail a L1 SR on INT – the gain is to be
able to cast the equivalent of Hold That
Pose with one’s eyes (need to lock onto the target’s eyes) - the immobilising effect lasts for 30 seconds
and impacts on creatures with MRs up to
10 times the wearer’s INT (or not
greater than the caster’s INT for npc, etc).
All this against the clock! GMs might adjust the time allowed if it seems clear it will be too short but the screws should be turned! Any pc surviving this room should be awarded 600 APs.