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TSR 9291 - DLC1 - Dr.. - Free

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Actually, there are three floors of<br />

walls, ceilings, stairs, and shafts—a<br />

maze of crystal to trap the unwary.<br />

The actual room contents can be<br />

seen only if a wizard casts both detect<br />

invisibility and detect illusion (either<br />

one alone will not suffice), or a detect<br />

magic spell.<br />

The invisible walls of the maze resist<br />

the hydra’s breath. If the proper<br />

route is followed, adventurers can<br />

walk through each level of the maze<br />

to the appropriate exit, descend to<br />

the next level, and eventually depart<br />

the maze. If a character walks into<br />

the shaded area of the map, he falls<br />

into the pit (there are no railings on<br />

the magically concealed stone walkways),<br />

suffering falling damage, and<br />

is attacked by the hydra. If a character<br />

walks into an area not protected<br />

from the hydra by a wall, the hydra<br />

first breathes and then attacks with<br />

1d4 heads.<br />

In addition to the iron hydra, the<br />

room is also occupied by three invisible<br />

stalkers (detect invisibility also detects<br />

them) that attack anyone not<br />

carrying one of the Keys of the<br />

Guardian (encounter area 121). If<br />

Fistandantilus is finally destroyed,<br />

these stalkers vanish.<br />

Each room’s maze occupies three<br />

levels. The exit from each maze (labeled<br />

“E” and “F” on the map) leads<br />

down to Level 3, where the PCs adventures<br />

in Skullcap will conclude.<br />

224. Western Entrance<br />

A grotesque statue of a man with a<br />

single huge eye stares at the staircase.<br />

A set of golden double doors<br />

stands on either side of the statue.<br />

The giant eye seems to follow the<br />

characters as they move about the<br />

room. If they move toward the western<br />

doors, the statue appears to<br />

smile. If they move toward the eastern<br />

doors, the statue appears to<br />

frown. It does nothing else.<br />

If the statue is attacked, it falls and<br />

shatters. The head continues to function<br />

as long as it remains intact.<br />

225. Wrong Turn<br />

This room is lit by dim red globes<br />

on the ceiling. In the center, a<br />

large stone statue of a dwarf<br />

stands. Its legs are planted on the<br />

floor, its hands press against the<br />

ceiling. Another set of golden<br />

doors is behind the statue.<br />

The stone walls have scorch marks<br />

on them. If the golden doors are<br />

opened, a smaller room is revealed.<br />

There is nothing in it.<br />

Once, long ago, there was a fireball<br />

trap here, but it was triggered<br />

long ago and never replenished.<br />

226. Trap!<br />

This room appears identical to area<br />

225, including the stone statue.<br />

This room has a permanent reverse<br />

gravity spell and a stone golem operating<br />

in it. There is only one way to<br />

travel through it without activating<br />

the golem.<br />

When Fistandantilus wished to<br />

pass through this chamber, he entered<br />

through one set of doors and<br />

was immediately pulled to the ceiling<br />

by the reversed gravity. To avoid<br />

hitting the ceiling, he grasped an invisible<br />

stone ladder to the right of the<br />

doors. Once on the ceiling, he<br />

walked to the other set of doors,<br />

where the reversegravity spell ended,<br />

and he used the invisible stone ladder<br />

by those doors to prevent himself<br />

from smashing onto the floor.<br />

If characters miss the invisible<br />

stone ladder, they fly up and hit the<br />

ceiling (or fly down and hit the floor,<br />

at the far doors) for 1d6 points of falling<br />

damage. Any character who falls<br />

to the ceiling or floor immediately<br />

activates the stone golem. The<br />

statue attacks all moving creatures<br />

in the room. The golem senses its<br />

prey by movement: if all characters<br />

stand still for two rounds, the golem<br />

returns to its original position and<br />

the characters can move safely. However,<br />

if anyone falls again, the golem<br />

is reactivated.<br />

227. Eastern Entrance<br />

This area is identical to area 224. The<br />

only difference is that the statue<br />

smiles at movement toward the eastern<br />

doors and frowns at movement<br />

toward the western doors.<br />

228. Pressure Pot<br />

This room is empty except for<br />

stone double doors in the middle<br />

of both end walls.<br />

If the stone door at the southern end<br />

is opened, a fireball trap is sprung,<br />

causing 10d6 points of damage to<br />

everyone in the room.<br />

229. Alcove<br />

A statue stands in the shadows of<br />

an alcove where the two corridors<br />

meet. Double doors made of iron<br />

face north.<br />

The iron doors are wizard locked and<br />

can be opened only by a knock spell<br />

or by the Keys of the Guardian (from<br />

area 221).<br />

The statue is of Nuitari, the god of<br />

dark magic, in his aspect of Knowledge.<br />

This is one of the Seven Faces<br />

of Nuitari. A magical spell allows Fistandantilus<br />

to see any visitors<br />

through its eyes, so he cannot be surprised.<br />

230. Rites of Passage<br />

The iron doors open to reveal a<br />

short corridor 20 feet wide that<br />

leads to a second set of iron double<br />

doors. On either side, alcoves<br />

contain statues draped in heavy<br />

shadow.<br />

Four sets of double doors separate<br />

area 229 from area 231. Signs of the<br />

final blast of Fistandantilus streak<br />

the walls here.<br />

Each set of double doors is wizard<br />

locked, and can be opened only with<br />

a knock spell or with the Keys of the<br />

Guardian.<br />

The shadowy figures in the alcoves<br />

(two in each segment of corridor) are<br />

86

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