Room 2
Seed: 3405248756
Description
A supply cell reeks of chanting. A dimension door (as the spell) door sits ahead, and the room holds a poker table and a poufy.
Trap / Trick / Special
Special: [x1] Ability Checks cannot be made in the room except on a natural 2 (with no adjustments or die setting effects whatsoever); failing the roll triggers backlash damage. Trap: None Trap: Inflict Light Wounds Trap: CR 2; (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage)
Treasure
Treasure: 2x the following: Type T (4 7000gp art object(s)) Magic Items: 1. Helmet of x2 Weapon Prof.; 60000gp 2. Megaman Bomb Man's Hyper Bomb: Throws a bomb that explodes after a short delay. Deals 6d6 force damage in a 10-ft radius.
Encounter
Generated d6 MverseProj Monster:
Roll a d8. On a 7, Roll a 2d6 ignoring duplicates. On a 8+ or if you don't know a Classical Music Sampler spell, Kill all and they go first.
1. [MP] DL III Medium Rakshasa-World Spirit-of-the-Land(s) x(6)x[4]
AC 88; HD 13; hp 1,658; #att 4; /AC/DC 6; dmg 63
Str 17 Dex 24 Con 19 Int 26 Wis 17 Chr 20 0.10kxp
Immune slain, Resist Slain, Vulnerable enchanted items., Incorporeal, can be turned as undead, If all combat effects fail (3 untyped dmg) Can't be attacked by PC's. [Clever] Will attack/special target with lowest AC/hp/saves.
[Wiz SL2] Globe of Invulnerability 2: Immune to spells with SL=0 to 1; [Pri SL2] Summon Nature's Ally II: 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature}
2. [MP] DL III Huge Wizard-classes Faerie(s) x(6)x[2]
AC 89; HD 6; hp 153; #att 2 ; RR 50%; /AC/DC 2; dmg 63
Str 22 Dex 27 Con 22 Int 27 Wis 22 Chr 21 0.10kxp
Knows Wizard spells, Overwite AC to AC by square rooting, Flys, Area effects only affect one, If all combat effects fail (3 untyped Con dmg) Can't be grouped. Will always attack first, then special.
[Psi54 minor] Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special); 1bM: [Psi54 minor] Telekinesis: Telekinesis CL*SL*10 lbs.
3. [MP] DL III Diminutive Sea-of-Dust/Colorless Humanoid(s) x(6)x[3]
AC 90; HD 12; hp 408; #att 5 ; CR 65%; /AC/DC 6; dmg 77
Str 25 Dex 32 Con 23 Int 30 Wis 25 Chr 24 0.10kxp
Immune alignment based/color based effects, Has 2 arms, 2 legs, and 1 head, If all combat effects fail (3 untyped Chr dmg). Will always special first, then attack.
[Wiz SL3] Haste: +1 P, +1V to one group; [Pri SL3] Dispel Magic 3: Dispel 1 magic effect
4. [MP] DL III Small Nightmare-Dimension Intelligent-Trap/Trick/Special(s) x(6)x[4]
AC 91; HD 2; hp 255; #att 2; /AC/DC 2; dmg 90
Str 26 Dex 15 Con 28 Int 17 Wis 26 Chr 29 0.10kxp
Sleep Aura, ER DL*5%, Incorporeal, Find/Remove Trap/Trick/Special halves hp on a group, If all combat effects fail (3 untyped Str dmg) Can't be attacked by non-PC's. [Clever] Will attack/special target with lowest AC/hp/saves.
[Psi3½ minor] Vigor: Gain 5 temporary hit points.; [Psi54 minor] Air Control: Gust of Wind / Wall of Air
5. [MP] DL III Large Forest Mutant(s) x(6)x[2]
AC 86; HD 1; hp 26; #att 1; /AC/DC 6; dmg 54
Str 31 Dex 18 Con 31 Int 18 Wis 31 Chr 30 0.10kxp
Has mtg G spells, Immune radiation, has Psi freq divisible by 9, If all combat effects fail (3 untyped Int dmg) Can't be responded to. Will always attack first, then special.
[Pri SL1] Animal Companion: Make an animal your companion (not familiar) {1 creature}; [Pri SL1] Call Lightning 1: (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside)
6. [MP] DL III Fine Modern Weird(s) x(6)x[3]
AC 87; HD 2; hp 68; #att 3; /AC/DC 2; dmg 68
Str 16 Dex 23 Con 14 Int 21 Wis 16 Chr 15 0.10kxp
Has Action points, Access to high tech items, Immune critical hits/poison/sleep/paralysis/stunning. Has no soul, If all combat effects fail (3 untyped Level dmg) Can't have racials dispelled. Will always special first, then attack.
[Psi2 minor] Invisibility: Makes someone invisible; Superior Invisibility; [Psi45 minor] Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.