Monday, January 5, 2015

INNER WARD SECOND FLOOR 26 ORGAN ROOM.

26 ORGAN ROOM. This room gives the general impression of a chapel. The walls are whitewashed stone and the floors are wood. Twelve benches are here, divided by a central aisle. The south portion houses a massive pipe organ of great power. There are a total of sixty six brass and wood pipes of varying sizes. There are three banks of ivory and jet keys, seven stops, and two great foot pedals. A large padded chair is present, for the comfort of the player.

Any untrained hand playing this magic instrument will cause a random effect to occur:


1d12
Effect
1
Smoke and gases billow out from the pipes and cover the entire room for five turns. Creatures therein cannot see and will be blinded for 1d6 rounds even when they step out of the room.
2
A shrieker (AC 7; MV 1”; HD 3; hp 18; #AT 0; D Nil; SD Noise; XP 23) grows and starts screaming.
3
A heavy rain falls for one round, the next round everything is dry except for the characters.
4
Streams of flies pour forth from the pipes and rise to the ceiling, turn into raisins and fall to the floor. If eaten they are harmless, but taste like peppercorns.
5
Very loud, everyone in the room must save versus breath weapon or suffer deafness for 1-4 hours. This noise will also call for an immediate roll for encountering wandering monsters.
6
Each creature in the room becomes one year younger (50%) or one year older (50%).
7
Organ player becomes invisible until he or she leaves the room, thereafter they will continue to believe themselves invisible for one hour.
8
Clothes, armor, possessions, etc. of organ player become invisible until he or she leaves the room, thereafter the organ player will believe the items are invisible for one hour, but they really aren't.
9
Hair of organ player turns to leaves (or if bald, will grow leaves), these will fall off in one day and a new head of shock white hair will grow.
10
A confused blink dog (AC 5; MV 12”; HD 4; hp 16; #AT 1 bite; D 1-6; SA Attack from rear 75% of time; SD Teleporting; XP 206) will appear, apparently summoned by the organ.
11
The secret door to Area 27 will swing open.
12
A loud “WHUMP!” sound is heard, everything will go black and the room's occupants will find themselves in Room 22 on the First Floor.


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