Sunday, March 19, 2023

3-19 The Knight's Spear


 

In the center of this room, there is a statue of an armored elven warrior, dressed in the armaments of another age. In his stone hands, he holds a very real spear of high quality.

  • If the spear is taken from the statue's hands, the four doors surrounding the room seal shut, and it begins to fill with a gas. Characters must hold their breath, or make a save vs. poison each round the gas is inhaled. A failed save will inflict 1d4 damage. This must be repeated each round. The doors will remain sealed until either one of the doors is forced open, or something resembling the spear is placed back into the statue's hands. Any spear, polearm, or staff will do. The gas will take 2d4 minutes to dissipate once the doors are opened.
  • Once sealed, a given door in this room requires a combined strength of 30 to open. Up to two characters may try at any given door, unless reasonable justification is given to allow for more (a ram, a long prybar, etc). A knock spell will also work.

Monsters: None

Treasure: Spear +1 (in statue's hands)

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12-31 The Treasury

  Herein lies a secure chamber, with what remains of the elflord’s treasure. Monsters: None Treasure: 30,000 sp, 6,000 gp, ring of wishes...