Room 2
Seed: 1942664192
Description
Room Type: Group Ward Features: Bong Door: Trapped Door, Mechanical Furniture: Hope chest; Pinball machine Blood remembers. you lot derailed it in public.
Trap / Trick / Special
Trap: Falling Container Trap; DL 1; Search DC 11 (5d2 Int damage , no save) Trick: A minor item has ''Each top of segment a group has a class ability ignored until a DC=11 Int check is made. Special: [x1] Distance Distortion: Perceived space are octupled, with delayed feedback loops.
Treasure
Treasure: Type Z (4000sp, 3 magic armor and shields) Magic Items: 1. Book of +1 another level (Wizard); 400000gp 2. Megaman Chill Man's Chill Spike: Fires a freezing projectile that creates spikes on impact. Deals 4d8 cold damage; Con save or restrained for 1d4 rounds.
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you don't have a Mtg summon, Kill all and they go first.
1. [MP] DL II Fine Psionic Plant(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 a psionic frequency, Immune critical hits, poison, sleep, paralysis, stunning, If all combat effects fail (2 untyped Int dmg) Can't be responded to. Will always attack first, then special.
[Pri SL2] Frisky Chest: Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch}; [Pri SL2] Summon Nature's Ally II: 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature}
2. [MP] DL II Large Synnibarr Dragon(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
+10^DL (DL tenths!) to dmg, Flys, Breath weapon, dark vision, immune sleep and paralysis, If all combat effects fail (2 untyped Level dmg) Can't have racials dispelled. Will always special first, then attack.
[Psi14 minor] (no name): 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave); [Psi54 minor] Lightning: CL*SL lightning dmg to one group (no save)
3. [MP] DL II Medium Custom-classes Avian/Bird(s) x(4)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
Has Custom abilities, Flys. Has 2 Wings, 2 talons, and a beak, If all combat effects fail (2 untyped Dex dmg). [Clever] Will attack/special target with lowest AC/hp/saves.
[Pri SL2] Aid: Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature}; 1bM: [Pri SL2] Blade Barrier 2: 4d4 dmg wall (shards)
4. [MP] DL II Small Cloud Eelemental(s) x(4)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
Flys with perfect maneuverability., Has Psi -15. Has no soul. Immune to its own eelement, If all combat effects fail (2 untyped Wis dmg) Can't have actions locked down. Will always attack first, then special.
[Psi30 minor] Armor: Melee:+½ AC,-1dmg per hit/succ; [Psi45 minor] Self-Revival: 0, (SL-1)/d: Heal self
5. [MP] DL II Tiny Dead-Timeline/Looporal Outer(s) x(4)x[3]
AC 64; HD 1; hp 28; #att 1; /AC/DC 3; dmg 52
Str 21 Dex 24 Con 21 Int 24 Wis 21 Chr 20 0.05kxp
Reality/Loop stable., No soul. Dark vision, If all combat effects fail (2 untyped dmg) Can't be attacked by PC's. Will always special first, then attack.
[Wiz SL2] Resist Elements: -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature}; [Wiz SL2] Alley Summoning II: Summons a DL IV alley monster, under your control, 2% chance per segment of losing control
6. [MP] DL II Diminutive Post-Apocalyptic/Cybernetic Beholder(s) x(4)x[4]
AC 67; 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
Class VI Esper Blind, Has eye stalks/1 mouth/1 central anti-magic eye. Can cast through eye stalks. Flys, If all combat effects fail (2 untyped Con dmg) Can't be grouped. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi54 minor] Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special); [Psi45 minor] Control: 1bM: Redirect an effect (caster makes SL/4 saves)