Room 5
Seed: 1140684318
Description
You enter a bedroom/boudior (10x10x25 ft). It features funnel and bridge, stone, with scuttling and earthy smell hanging in the air. A automatic door (opens if anyone approaches) door on the east wall leads to a 10x20x25 ft hallway. Scratched names: Antinko the Deer the infernal Future Lady (Psi--), and Baridrel the iridescent Father One (Secret Decoder).
Trap / Trick / Special
Special: [x1] DPowZ (Dispel Power Zone) - Power effects get countered; existing power effects have SL% of being dispelled/Year; follows the first creature to trigger it Trick: A piece of furniture has ''Each segment a group has a spell ignored until a DC=31 Wis check is made. Special: [x1] Gas in room: [Missing list: [Missing list: SELstatusEffects]] (must save every day when movement exceeds 10 ft or reroll all actions at disadvantage)
Treasure
Treasure: 4x the following: none Magic Items: 1. Computer equipment: +7 to Spell slots; +1E and 1/3 Computer equipment's segment 4 E: Thought Manipulation (one group, DC=64); CL 16; SL 4; 64450gp 2. Beanie of +1 V; 7500gp
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or you are past session 2, Kill all and they go first.
1. [MP] DL IV Huge Synnibarr Outer(s) x(16)x[4]x[[2]]
AC 358; HD 4; hp 480; #att 2 ; MR 135%; /AC/DC 5; dmg 272
Str 23 Dex 28 Con 21 Int 30 Wis 23 Chr 20 0.25kxp
+10^DL (DL tenths!) to dmg, No soul. Dark vision, If all combat effects fail (4 untyped Chr dmg) Can't have effects dispelled. [Clever] Will attack/special target with lowest AC/hp/saves.
[Wiz SL3] Globe of Invulnerability 3: Immune to spells with SL=0 to 2; [Pri SL2] Heal 2: Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp)
2. [MP] DL IV Large Custom-classes Beholder(s) x(11)x[2]x[[2]]
AC 357; HD 7; hp 980; #att 2; /AC/DC 20; dmg 320
Str 26 Dex 33 Con 26 Int 31 Wis 26 Chr 25 0.25kxp
Has Custom abilities, Has eye stalks/1 mouth/1 central anti-magic eye. Can cast through eye stalks. Flys, If all combat effects fail (4 untyped Str dmg) Can't be attacked by non-PC's. Will always attack first, then special.
[Psi81 minor] Life Support, Resist Vacuum: Resist Vacuum and High Pressure; 1bM: [Psi15 minor] Magic Missile: Magic Missile
3. [MP] DL IV Medium Cloud Kobold(s) x(15)x[3]x[[2]]
AC 356; HD 8; hp 640; #att 4; /AC/DC 5; dmg 368
Str 29 Dex 38 Con 31 Int 36 Wis 29 Chr 30 0.25kxp
Flys with perfect maneuverability., Can overbear in numbers, If all combat effects fail (4 untyped Int dmg) Can't be responded to. Will always special first, then attack.
[Pri SL3] Protection from Elements : Absorb 12 damage/level from one kind of energy.; 1bM: [Wiz SL1] Cause Fear: Fear (save) {1 creature}
4. [MP] DL IV Small Dead-Timeline/Looporal Alien(s) x(10)x[4]x[[2]]
AC 355; HD 17; hp 6,800; #att 5; /AC/DC 20; dmg 320
Str 32 Dex 15 Con 32 Int 17 Wis 32 Chr 31 0.25kxp
Reality/Loop stable., Does not breathe. Resist Hostile environments. Has Psi 8, If all combat effects fail (4 untyped Level dmg) Can't have racials dispelled. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi-6G minor] Angelic Wall: DR 40/+CL; [Psi3½ minor] Astral Construct: Creates astral construct to fight for you.
5. [MP] DL IV Tiny Post-Apocalyptic/Cybernetic Ooze(s) x(14)x[2]x[[2]]
AC 354; HD 34; hp 4,080; #att 7; /AC/DC 5; dmg 368
Str 39 Dex 20 Con 37 Int 22 Wis 39 Chr 36 0.25kxp
Class VI Esper Blind, No INT. Immune mind-affecting, crits, anything requiring fort/ppd save, If all combat effects fail (4 untyped Dex dmg) Can't be breathed on. Will always attack first, then special.
[Wiz SL4] Stoneskin (2): 4+CL/2 stoneskins; they "leak"; [Pri SL3] Death's Door: Puts target (at negative hp) to 0 hp (1 hp if material comp.)
6. [MP] DL IV Diminutive Arctic Animal(s) x(9)x[3]x[[2]]
AC 353; HD 67; hp 9,380; #att 16; /AC/DC 20; dmg 256
Str 18 Dex 25 Con 18 Int 23 Wis 18 Chr 17 0.25kxp
Immune cold. Double dmg from fire., Overwrite INT score to 1 or 2. Usually have arms/legs/head/tail/wings, If all combat effects fail (4 untyped Wis dmg) Can't have actions locked down. Will always special first, then attack.
[Psi6N minor] Druid Spells, LVL 4: Get a druid progression of level 4 (max = your level); [Psi-12L minor] Law Bolt: CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg