Monday, October 9, 2023

10-9 Strange Attraction


 

This room’s primary oddity is the fact that the north wall appears to be made entirely of iron. Piled against its base are a mix of rusted weapons and armor, along with scattered fragments of bone.

  • Three rounds after the main door to this room is activated, the north wall begins to become highly magnetic. Any characters with ferrous or magnetically attracted metal will find it drawn to that wall. Weapons and armor are especially affected. Characters will have to make an open doors check each round or be unable to move away from the wall and in fact be drawn 10’ toward it. Metal weapons may be released to avoid being drawn along with them, although armor will have to be removed. Once characters are in contact with the wall, an open doors check must be made each round to even count toward removing armor that round. Once triggered, this magnetic field keeps up so long as any living being is within the room.
  • Most of the weapons and armor initially within the room are ruined. The existing treasure is scattereed among the remains near the wall, and will take 3 rounds to find and gather.

Monsters: None

Treasure: 12,000 sp, 1,500 gp


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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...