Room 4
Seed: 3841627048
Description
Room Type: Surgery Cell Features: Horn/Trumpet Sounding Door: Concealed (Hidden) Door Furniture: Folding table; Poker table Nothing breaks today. your squad got lucky without even trying.
Trap / Trick / Special
Trick: A piece of furniture has ''Each segment a group has a spell ignored until a DC=17 Int check is made. Trap: Air in room transforms into Elemental Chromatic Trap; DL 1; Search DC 11 (5d2 Wis damage/s , no resistance (multiple targets)) Special: [x1] Chronostasis (time flows at 0.50x normal rate inside; 5 Z actions/round; All action types (F, M, P, V, S) are limited to 5 per round; external events blur into incomprehensibility)
Treasure
Treasure: Type N (3pp/char) Magic Items: 1. Potion of Extra Psychic Power (x2 PSPs, +2 Int, +2 Wis for 1 turn); 1000gp 2. Armor: 3 half-plusses; 7500gp
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you have killed a(n) Subboss this run, Kill all and they go first.
1. [MP] DL II Tiny Alternate-Universe Animal(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
Can affect Bosses and Big Bad's., 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 special first, then attack.
[Pri SL2] Resist [E=1 eelement]: Pick an EE=1 eelement, you resist it for 1 hour.; [Wiz SL1] Lightning Bolt 1: CLd2 lightning dmg to a group (save:½)
2. [MP] DL II Diminutive Internet Virus(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
Psilink, Immune Web, 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. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi45 minor] Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects; [Psi1 minor] Hypnosis: Level>10 or Int16=save; Max.HD=ä(level)
3. [MP] DL II Fine Lost-Planes/Anguinum-Synod Leech(s) x(4)x[2]
AC 66; HD 1; hp 28; #att 1 ; RR 100%; /AC/DC 3; dmg 36
Str 25 Dex 16 Con 25 Int 16 Wis 25 Chr 24 0.05kxp
Has Miniclass picks, flys, breath E=DL element, 0, 1/half segment: Remove a SEL=DL status effect, If all combat effects fail (2 untyped Dex dmg) Can't be breathed on. Will always attack first, then special.
[Pri SL2] Protection from Fire 2: Stop the next CL*4 fire dmg; [Pri SL2] Remove Paralysis (3): Removes paralysis/hold/slow; up to 4 targets {1 group}
4. [MP] DL II Large Underdark Lycanthrope(s) x(4)x[3]
AC 65; HD 9; hp 756; #att 3 ; CR 220%; /AC/DC 3; dmg 56
Str 14 Dex 17 Con 14 Int 17 Wis 14 Chr 13 0.05kxp
Light Sensitivity, Can polymorph to alternate form, If all combat effects fail (2 untyped Wis dmg) Can't have actions locked down. Will always special first, then attack.
[Psi81 minor] Force Field: -CL*2 dmg distributed among /energy or /physical attacks; [Psi-3 minor] Muscle Lock: Subject cannot move or take any physical actions.
5. [MP] DL II Medium Outer-CE Artifact(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
Telepathy, immune electricity/poison, Resist acid/cold/fire, Ego Score, Can dominate things., 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 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}; 1bM: [Wiz SL2] Summon Monster II: 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature}
6. [MP] DL II Small Outer-TN Immortal(s) x(4)x[2]
AC 67; 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
Immune mind-affecting, positive/negative energy. Resist cold/fire/acid, Unaging, Legend Lore halves hp on a group, If all combat effects fail (2 untyped Con dmg). Will always attack first, then special.
[Psi-9 minor] No Poison For Me: Resist Poison ("death" becomes ½ max hp); [Psi-12L minor] Suggestion Blast: One group is suggested (Will save), all use same suggestion