TSR 9291 - DLC1 - Dr.. - Free
TSR 9291 - DLC1 - Dr.. - Free
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 />
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