Room 3
Seed: 1026901812
Description
A mechanical ward reeks of breeze, slight, damp. A false door door sits ahead, and the room holds a entertainment center and a bathroom cabinet. Through a strange window, you see Bill's old character fencing some onyx heights. Sanity check at -102% or you get a 'Black Mark' on your character.
Trap / Trick / Special
Special: [x1] Distance Distortion: Movement and weapon range are quadrupled, including your own limbs. Special: [x1] Tempus Fugit (time flows at 5x normal rate inside; 5 Z actions/round; All action types (F, M, P, V, S) may repeat up to 5 times per round; spell durations remain unaffected) Trap: Wide-Mouth Pit Trap: CR 9; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area)
Treasure
Treasure: none Magic Items: 1. Potion of Displacement; 5000gp 2. Megaman Rush Bike: Transforms Rush into a rideable motorcycle for fast movement.
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you haven't Avoided fate this run, Kill all and they go first.
1. [MP] DL II Medium Kara-Tur Beholder(s) x(4)x[4]
AC 64; HD 4; hp 112; #att 1; /AC/DC 3; dmg 44
Str 17 Dex 20 Con 17 Int 20 Wis 17 Chr 16 0.05kxp
Has Martial Arts, Has eye stalks/1 mouth/1 central anti-magic eye. Can cast through eye stalks. Flys, If all combat effects fail (2 untyped dmg) Can't be attacked by PC's. [Clever] Will attack/special target with lowest AC/hp/saves.
[Pri SL1] Combine: -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures}; [Wiz SL2] Charming II: Charms up to 2 monsters, gets a new save every turn
2. [MP] DL II Small Swamp Kobold(s) x(4)x[2]
AC 67; HD 3; hp 252; #att 2 ; CR 150%; /AC/DC 3; dmg 40
Str 18 Dex 21 Con 18 Int 21 Wis 18 Chr 17 0.05kxp
Has mtg B spells, Can overbear in numbers, If all combat effects fail (2 untyped Con dmg) Can't be grouped. Will always attack first, then special.
[Psi7 minor] (no name): Immunity to disease; [Psi-6G minor] Angelic Heal: Cure N hp to one target (max N = 5+CL^2)
3. [MP] DL II Tiny Demi-Planes Alien(s) x(4)x[3]
AC 66; HD 1; hp 28; #att 1 ; RR 105%; /AC/DC 3; dmg 52
Str 21 Dex 24 Con 21 Int 24 Wis 21 Chr 20 0.05kxp
Immune hostile environments, Bars extradimensional travel, Does not breathe. Resist Hostile environments. Has Psi 8, If all combat effects fail (2 untyped Chr dmg) Can't have effects dispelled. Will always special first, then attack.
[Pri SL1] Animal Companion: Make an animal your companion (not familiar) {1 creature}; [Wiz SL1] Wacky Ball 1 / Normal / ½ : Ld2 dmg normal element (save: ½) {1 group}
4. [MP] DL II Diminutive Desert/Arabian Ooze(s) x(4)x[4]
AC 65; HD 2; hp 168; #att 2; /AC/DC 3; dmg 48
Str 22 Dex 13 Con 22 Int 13 Wis 22 Chr 21 0.05kxp
Resist heat, Has mtg C spells, No INT. Immune mind-affecting, crits, anything requiring fort/ppd save, If all combat effects fail (2 untyped Str dmg). [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi18 minor] Telekinesis: Shield: 10*LVL hp shield vs. physical,energy,TK; 1bM: [Psi72 minor] Energy Field: Damaging shield, PL energy dmg for 1 turn
5. [MP] DL II Fine Jungle Animal(s) x(4)x[2]
AC 64; HD 1; hp 28; #att 1; /AC/DC 3; dmg 36
Str 25 Dex 16 Con 25 Int 16 Wis 25 Chr 24 0.05kxp
Has mtg G spells, Overwrite INT score to 1 or 2. Usually have arms/legs/head/tail/wings, If all combat effects fail (2 untyped Int dmg) Can't be responded to. Will always attack first, then special.
[Wiz SL1] Radiation Resistance: RR 60+CL*5% [duration 1 hour]; 1bM: [Wiz SL1] Charming I: Charms a monster, gets a new save every round
6. [MP] DL II Large Alley Virus(s) x(4)x[3]
AC 67; HD 9; hp 756; #att 3; /AC/DC 3; dmg 56
Str 14 Dex 17 Con 14 Int 17 Wis 14 Chr 13 0.05kxp
Attacks as x2 DL. Alleysweeping check halves hp on a group, Can infect things. Immune mind-affecting, crits, anything requiring fort/ppd save, If all combat effects fail (2 untyped Level dmg) Can't have racials dispelled. Will always special first, then attack.
[Psi45 minor] Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects; [Psi54 minor] Flame Animation: Summon a DL=SL Fire Elemental