Randomly Generated Dungeon

Dungeon Seed: 4033082958 | DL 3 | Room 1 | Room Seed: 4033082958

DL 3

Map room 1

Room 1

Seed: 4033082958

Description

You enter a map room / cartography (30x25x25 ft). It features brazier and bookcase, with grating and tinkling hanging in the air. A locked door, out of phase door on the south wall leads to a 30x10x25 ft hallway. Scratched names: Brouthod the mischievous Fire America (Nunchucks), and Frangi the acrid Karate Alien (Paddleboat). This will be noted during your QBR. Nicely done.

Trap / Trick / Special

Trick: Machine that (causes/has/or is) Takes/Steals
Special: None
Trap: Passage, blocked by falling bars

Treasure

Treasure: 4x the following: Type H (36000ep, 4700pp, 45 50gp gems)
Magic Items:
1. pottery plate
2. Pearly Bracers [AT+9] +6 AC/+8 Saves; 1Z: Get a "Level:" ability (your level or less) in another class in same group (can take multiple); CL 11; SL 4; 3837gp

Encounter

Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you know a SitCom Music Sampler spell, Kill all and they go first.
1. [MP] DL II Tiny Cloud Alien(s) x(7)x[3]
AC 66; HD 1; hp 28; #att 1; /AC/DC 6; dmg 52
Str 21 Dex 24 Con 21 Int 24 Wis 21 Chr 20 0.05kxp
Flys with perfect maneuverability., 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.
[Wiz SL2] Armor 2: +CL*4 current hp; [Wiz SL1] Sleep (1): 4d4 HD slept (no save); max HD/creature=4+2 {1 group}
2. [MP] DL II Diminutive Dead-Timeline/Looporal Ooze(s) x(8)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
Reality/Loop stable., No INT. Immune mind-affecting, crits, anything requiring fort/ppd save, If all combat effects fail (2 untyped Str dmg) Can't be attacked by non-PC's. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi2 minor] Gird: Maintain powers w/o conc.; Maintain in sleep; [Psi6E minor] Hypnotic Pattern: As the 2nd level Wizard spell
3. [MP] DL II Fine Post-Apocalyptic/Cybernetic Animal(s) x(4)x[2]
AC 64; HD 1; hp 28; #att 1 ; RR 25%; /AC/DC 6; dmg 36
Str 25 Dex 16 Con 25 Int 16 Wis 25 Chr 24 0.05kxp
Class VI Esper Blind, Overwrite INT score to 1 or 2. Usually have arms/legs/head/tail/wings, If all combat effects fail (2 untyped Int dmg). Will always attack first, then special.
[Pri SL1] Sanctuary (1): Opponents must make save to attack target {Touch, 1 creature}; 1bM: [Wiz SL1] Alley Summoning I: Summons a DL II alley monster, under your control, 1% chance per segment of losing control
4. [MP] DL II Large Arctic Virus(s) x(5)x[3]
AC 67; HD 9; hp 756; #att 3 ; CR 60%; /AC/DC 3; dmg 56
Str 14 Dex 17 Con 14 Int 17 Wis 14 Chr 13 0.05kxp
Immune cold. Double dmg from fire., 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.
[Psi8 minor] Technological Armor: +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell; 1bM: [Psi-6G minor] Glimmer †: 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
5. [MP] DL II Medium Time/Temporal Leech(s) x(6)x[4]
AC 66; 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
Time/Reality stable., 0, 1/half segment: Remove a SEL=DL status effect, If all combat effects fail (2 untyped Dex dmg) Can't be breathed on. [Clever] Will attack/special target with lowest AC/hp/saves.
[Pri SL1] Resist Cold (1): All creatures in area get resist cold {1 group}; [Pri SL2] Command 2: Target makes 2 saves, each missed save allows 1 word for a command to be given
6. [MP] DL II Small Random(ite) Lycanthrope(s) x(7)x[2]
AC 65; HD 3; hp 252; #att 2; /AC/DC 3; dmg 40
Str 18 Dex 21 Con 18 Int 21 Wis 18 Chr 17 0.05kxp
Has high frequency sampling, Can polymorph to alternate form, If all combat effects fail (2 untyped Wis dmg) Can't have actions locked down. Will always attack first, then special.
[Psi24 minor] Level: other in group: Get a "Level:" ability (your level or less) in another class in same group (can take multiple); [Psi72 minor] Snare: Target can't move (Reflex save)