Room 4
Seed: 3455156895
Description
You arrive at a(n) hidden, underground cult lair. The air is thick with the ozone smell, and there's a constant presence of stale, fetid smell that makes your skin crawl. Along the path, you notice Broken or Bloodied Window Ledges, hinting at unsettling activity. Inside the place, you find a platform bed and a daybed both out of place, worn, and oddly untouched by time.
Trap / Trick / Special
Trap: Gas, sleep Trap: Lock Covered in Dragon Bile: CR 7; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0) Special: [x1] Tempus Fugit (time flows at 10x normal rate inside; 10 Z actions/round; All action types (F, M, P, V, S) may repeat up to 10 times per round; spell durations remain unaffected)
Treasure
Treasure: 1x the following: Type C (1000sp)
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you don't know a Country Music Sampler spell, Kill all.
1. [MP] DL III Huge Desert/Arabian Lycanthrope(s) x(6)x[2]
AC 174; HD 18; hp 918; #att 4; /AC/DC 4; dmg 162
Str 22 Dex 27 Con 22 Int 27 Wis 22 Chr 21 0.10kxp
Resist heat, Has mtg C spells, Can polymorph to alternate form, If all combat effects fail (3 untyped Str dmg) Can't be attacked by non-PC's. Will always attack first, then special.
[Psi4 minor] Multiplier *1.25: Add 1.25-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).; [Psi10 minor] Confuse: Confusion (save)
2. [MP] DL III Diminutive Jungle Artifact(s) x(6)x[3]
AC 175; HD 15; hp 1,020; #att 5; /AC/DC 4; dmg 117
Str 25 Dex 32 Con 23 Int 30 Wis 25 Chr 24 0.10kxp
Has mtg G spells, Ego Score, Can dominate things., If all combat effects fail (3 untyped Int dmg) Can't be responded to. Will always special first, then attack.
[Wiz SL3] Protection from Normal Missiles: Duration CL turns; [Pri SL2] Blade Barrier 2: 4d4 dmg wall (shards)
3. [MP] DL III Small Alley Immortal(s) x(6)x[4]
AC 176; HD 3; hp 765; #att 2; /AC/DC 4; dmg 144
Str 26 Dex 15 Con 28 Int 17 Wis 26 Chr 29 0.10kxp
Attacks as x2 DL. Alleysweeping check halves hp on a group, Unaging, Legend Lore halves hp on a group, If all combat effects fail (3 untyped Level dmg) Can't have racials dispelled. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi15 minor] Add Tail: Tail does 1d(CL*2) damage; [Psi6G minor] Dispel Phantasm: Phantasms (non-corporeal undead of all types) are destroyed (no save)
4. [MP] DL III Large Tarrasque-World Hound(s) x(6)x[2]
AC 171; HD 1; hp 51; #att 1; /AC/DC 4; dmg 144
Str 31 Dex 18 Con 31 Int 18 Wis 31 Chr 30 0.10kxp
Mreflection DL*10%, Has 4 legs, and at least 1 head, If all combat effects fail (3 untyped Dex dmg) Can't be breathed on. Will always attack first, then special.
[Pri SL1] Goodberry: 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created.; 1bM: [Wiz SL3] Paralyzation: Paralyzation (area) (save) (max HD = 2*CL)
5. [MP] DL III Fine Outer-CG Insect(s) x(6)x[3]
AC 172; HD 3; hp 204; #att 3; /AC/DC 4; dmg 171
Str 16 Dex 23 Con 14 Int 21 Wis 16 Chr 15 0.10kxp
Immune acid/cold/petrification. Resist electricity/fire. Pro evil, No INT. Dark vision, If all combat effects fail (3 untyped Wis dmg) Can't have actions locked down. Will always special first, then attack.
[Psi45 minor] Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it; [Psi2 minor] Deflect: Deflect a missile; --
6. [MP] DL III Tiny Outer-LE Familiar(s) x(6)x[4]
AC 173; HD 75; hp 19,125; #att 16 ; MR 190%; /AC/DC 4; dmg 126
Str 17 Dex 24 Con 19 Int 26 Wis 17 Chr 20 0.10kxp
Telepathy, immune fire and poison, resist acid and cold, Familiar Immunity until offensive, If all combat effects fail (3 untyped dmg) Can't be attacked by PC's. [Clever] Will attack/special target with lowest AC/hp/saves.
[Pri SL2] Resist [E=1 eelement]: Pick an EE=1 eelement, you resist it for 1 hour.; [Wiz SL1] Color Spray: Unc. if <L; Blind if <L+3; Stun if >L+2 (save if >6) {1d6 creatures}