Room 4
Seed: 29918026
Description
Room Type: Shrine - 15ft. long x 20ft. wide x 30ft. tall Features: tube (container); torches; dank, mouldy smell; clashing Doors: Iron Door, Normal on the north wall leading to a 15ft. long x 5ft. wide x 20ft. tall hallway. Weird Names: Sample Names: Balmund the malevolent Wonder Bulk (Rapier); Sircyn the wretched Rainbow -naut (Darts) Your clone legitimately nailed it - well within compliance guidelines.
Trap / Trick / Special
Special: [x1] Distance Distortion: Everyone in the room is in the same 'group'; 'Hole in the Middle' functions only when observed Trick: A magic item has ''Each round a group sets a bad precedent unless a DC=32 Chr check is made. Special: [x1] Gravity low 1/6 of a G (-4 Dex, move rate divided by 3, falling dmg = 0, Z actions reduced to 1/s, -1 Con/week; thrown objects orbit briefly before landing)
Treasure
Treasure: 4x the following: Type H (36000ep, 4700pp, 45 50gp gems) Magic Items: 1. Armor Flag: Meaningless BlahR (You ignore & don't generate blahR shifts due to level); 21000gp 2. Megaman Hard Man's Hard Knuckle: Fires a large, slow-moving projectile that hits hard. Deals 6d8 bludgeoning damage.
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 Tiny Random(ite) Outer(s) x(16)x[4]x[[2]]
AC 354; HD 34; hp 4,080; #att 8 ; MR 135%; /AC/DC 5; dmg 272
Str 23 Dex 28 Con 21 Int 30 Wis 23 Chr 20 0.25kxp
Has high frequency sampling, No soul. Dark vision, If all combat effects fail (4 untyped Dex dmg) Can't be breathed on. [Clever] Will attack/special target with lowest AC/hp/saves.
[Wiz SL1] Armor 1: +CL*2 current hp; [Wiz SL2] Charming II: Charms up to 2 monsters, gets a new save every turn
2. [MP] DL IV Diminutive Water Beholder(s) x(11)x[2]x[[2]]
AC 353; HD 67; hp 9,380; #att 14; /AC/DC 20; dmg 320
Str 26 Dex 33 Con 26 Int 31 Wis 26 Chr 25 0.25kxp
Resist cold. Double dmg from fire., Has eye stalks/1 mouth/1 central anti-magic eye. Can cast through eye stalks. Flys, If all combat effects fail (4 untyped Wis dmg) Can't have actions locked down. Will always attack first, then special.
[Psi45 minor] Resist: Magic: SL/4 (round down) instances of Resist magic; 1bM: [Psi-12L minor] Suggestion Blast: One group is suggested (Will save), all use same suggestion
3. [MP] DL IV Fine Star-Wars-Loop Kobold(s) x(15)x[3]x[[2]]
AC 352; HD 1; hp 80; #att 3; /AC/DC 5; dmg 368
Str 29 Dex 38 Con 31 Int 36 Wis 29 Chr 30 0.25kxp
Has force powers, Can overbear in numbers, If all combat effects fail (4 untyped dmg) Can't be attacked by PC's. Will always special first, then attack.
[Pri SL1] Protection from Lightning 1: Stop the next CL*2 lightning dmg; 1bM: [Wiz SL4] Wall of Fire : Passing through wall deals 2d6+CL dmg fire
4. [MP] DL IV Gargantuan Outer-CN Alien(s) x(10)x[4]x[[2]]
AC 359; HD 2; hp 800; #att 2; /AC/DC 20; dmg 320
Str 32 Dex 15 Con 32 Int 17 Wis 32 Chr 31 0.25kxp
Dark vision, Immune high freq samp, chaos effects, Resist law, Does not breathe. Resist Hostile environments. Has Psi 8, If all combat effects fail (4 untyped Con dmg) Can't be grouped. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi100 minor] Telekinetic Blade: Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group; [Psi6E minor] Hypnotic Pattern: As the 2nd level Wizard spell
5. [MP] DL IV Huge Megaverse-Project Ooze(s) x(14)x[2]x[[2]]
AC 358; HD 4; hp 480; #att 1; /AC/DC 5; dmg 368
Str 39 Dex 20 Con 37 Int 22 Wis 39 Chr 36 0.25kxp
Convert hp to Stunhp at 10:1 ratio, No INT. Immune mind-affecting, crits, anything requiring fort/ppd save, If all combat effects fail (4 untyped Chr dmg) Can't have effects dispelled. Will always attack first, then special.
[Wiz SL2] Protection from Arrows: -10 dmg /missile attack, unless +L/5+1 or better {Touch, 1 creature}; [Wiz SL3] Enslave Person: As Charm Person, except the effect cannot be thrown off by being damaged, and there is no daily save check.
6. [MP] DL IV Large Mirror-Universe Animal(s) x(9)x[3]x[[2]]
AC 357; HD 7; hp 980; #att 4; /AC/DC 20; dmg 256
Str 18 Dex 25 Con 18 Int 23 Wis 18 Chr 17 0.25kxp
Immune to subordinates. Can tweak elements/eelements for immune/resist., Overwrite INT score to 1 or 2. Usually have arms/legs/head/tail/wings, If all combat effects fail (4 untyped Str dmg) Can't be attacked by non-PC's. Will always special first, then attack.
[Psi-5 minor] Immune to Sleep: Target is immune to sleep & exhaustion; [Psi-6G minor] Glimmer †: 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted