micronaut_summoning
Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| micronaut_summoning [2008/04/27 16:31] – created jims | micronaut_summoning [2017/05/27 18:56] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | [[start|Back to start page]] | + | (< |
| ====== Micronaut Summoning ====== | ====== Micronaut Summoning ====== | ||
| - | This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. | + | //This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. It |
| - | It introduced(?) the character of [[claira|The Master Summoner]]. | + | introduced the character of [[claira|The Master Summoner]] |
| + | portrayed quite differently in this incarnation than in later stories).// | ||
| ==== The Master Summoner ==== | ==== The Master Summoner ==== | ||
| Line 107: | Line 108: | ||
| {{micronautsummoning1.jpg? | {{micronautsummoning1.jpg? | ||
| + | |||
| + | 1) Arrival chamber. | ||
| + | coalesce. | ||
| + | herself and challenge the party to escape from her dungeon. | ||
| + | This room has heavy portcullises on all exits which she | ||
| + | will lift after making her challenge. | ||
| + | room (3). Note: the secret door to area (3) is very | ||
| + | hard to find: 1/2 normal chances. | ||
| + | trapped: //Fire Trap// for d4+14 and non-magically trapped: | ||
| + | a scything blade for 2d6 damage. | ||
| + | |||
| + | As an initial test, the summoner will summon 2 **Trolls** | ||
| + | (hp 30,40). | ||
| + | |||
| + | 2) This room appears empty, but is magicked so to cause | ||
| + | nausea to all who enter unless they save vs. spell every 10'. | ||
| + | On the far wall is a well-hidden compartment (can | ||
| + | only be seen from 10' away) in which is a crystal | ||
| + | rod about 1' long and hexagonal in shape. | ||
| + | a dim magic and corresponds to room (13). | ||
| + | |||
| + | 3) This is the control room in which the master summoner lives. | ||
| + | Resting on a small pillar in the center of the room is | ||
| + | a //crystal ball// which allows only // | ||
| + | // | ||
| + | controls to the portcullises everywhere. | ||
| + | spare bed, also. If anybody enters this room, her | ||
| + | guards will try to expel them: 3 **Hell Hounds** (HD7, | ||
| + | hp 24,23,40). | ||
| + | |||
| + | 4) In this room is a magical device in the form of an empty | ||
| + | metal cube. Set into the top of the box are three | ||
| + | gems: a red one, a yellow one, and a green one. If any | ||
| + | question is asked aloud, one of the three gems will | ||
| + | glow: Red=No, Yellow=Maybe or I don't know; Green=Yes. | ||
| + | The entity in the box is fiercely loyal to the summoner | ||
| + | and has an intelligence of 15. | ||
| + | |||
| + | 5) The box has control of this secret door and may open it | ||
| + | if asked politely. | ||
| + | 4 **Firetoads** (hp 20, | ||
| + | // | ||
| + | |||
| + | 6) At the arrows in this room is a wall of force which can | ||
| + | be easily passed through heading west, but solid when | ||
| + | heading east. Damage equivalent to 20 points (magical only) | ||
| + | will drop the wall. (A +2 sword will do 2 points per hit). | ||
| + | Once entered, the following will be summoned: 5 **Large | ||
| + | Solifugid** (hp 19, | ||
| + | |||
| + | 7) In this room is a magical pool which teleports anybody | ||
| + | who steps into it to a random room in this | ||
| + | dungeon: Roll a d20 (consider a 20 as ending up in | ||
| + | a corridor somewhere). | ||
| + | |||
| + | 8) This is the room of strife. | ||
| + | telepathically suggest (as the spell) that each character | ||
| + | can no longer trust his party members and must | ||
| + | subdue them immediately! | ||
| + | of Fear// set into a pedestal (87 charges). | ||
| + | is removed, the suggestion ends. | ||
| + | |||
| + | 9) In this room are 2 **Hill Giants** (hp 42,32) who have | ||
| + | been instructed to toss any people entering into | ||
| + | the magical pool in the far corner. | ||
| + | effect of temporarily changing a person' | ||
| + | below: | ||
| + | | 1 | Cleric | 8 | Magic-User | | ||
| + | | 2 | Druid | 9 | Illusionist | | ||
| + | | 3 | Fighter | 10 | Thief | | ||
| + | | 4 | Paladin | 11 | Acrobat | | ||
| + | | 5 | Ranger | 12 | Assassin | | ||
| + | | 6 | Barbarian | 13 | Monk | | ||
| + | | 7 | Cavalier | 14 | Bard | | ||
| + | The person' | ||
| + | will be different. | ||
| + | only temporary (Note: it can be dispelled vs. 12th level | ||
| + | or it will expire after 3d6 rounds). | ||
| + | |||
| + | 10) In the center of this room is a fountain which if | ||
| + | the water is drunk will polymorph the character into | ||
| + | a random race (Roll on the MU reincarnation table). | ||
| + | This change is as //Polymorph Other// but if the system | ||
| + | shock is failed the original class will be forgotten | ||
| + | (Note this can be dispelled vs. 12th level). | ||
| + | |||
| + | 11) Across the room here is a barrier which does not allow | ||
| + | magic of any sort to pass through it. This means that | ||
| + | to cross the room, a character must strip him/herself of | ||
| + | all magic items. | ||
| {{micronautsummoning2.jpg? | {{micronautsummoning2.jpg? | ||
| + | 12) After twenty feet, this room has a false wall (chance | ||
| + | to detect is intelligence + level as a %). Before it, the | ||
| + | room is bare. After it, there will be 3 **Poisonous | ||
| + | Snakes** (roll poison randomly every hit) (hp 12, | ||
| + | guard a locked and poison needle trapped chest (roll poison | ||
| + | as per snakes) with 1000 gp, 5 gems (1100, 100x4), and the | ||
| + | following magic items: //+2 Cloak//, //Boots of Speed//, and a pair | ||
| + | of //Javelins of Lightning// | ||
| + | |||
| + | 13) Set into the wall above this " | ||
| + | the exact size of the crystal rod from room (2). | ||
| + | If it is placed in the hole, the wall will vanish | ||
| + | revealing a 4' | ||
| + | When the rod is removed, the wall returns (better be | ||
| + | out of the way!). | ||
| + | (hp 30,26,19) and 5 **Wererats** (hp 10, | ||
| + | another crystal rod set in the wall of the north alcove. | ||
| + | It corresponds to room (15). | ||
| + | |||
| + | 14) Along the far wall of this room is a large, intricate tapestry | ||
| + | depicting eight robed men linked arm in arm with their | ||
| + | eyes closed. | ||
| + | which can be stepped through in both directions, but | ||
| + | only seen through from area (15). | ||
| + | |||
| + | 15) Living here are 3 **White Dragons** (Small, Young; Small, Young; | ||
| + | and Average, Sub-Adult - hp 10, | ||
| + | cast a //Shocking Grasp// spell which it will do when the | ||
| + | party enters area (14). Note the dragons cannot be | ||
| + | surprised and will be ready for anybody entering this | ||
| + | room. Their treasure is: 1000 gp, 5000 sp, 10000 cp, | ||
| + | 20 gems (4338 gp) and a //+2 Ring// and a magically sealed | ||
| + | box with a hexagonal indentation in it. Only the | ||
| + | crystal from (13) can open the box. Inside is another | ||
| + | crystal rod. This corresponds to area (17). | ||
| + | |||
| + | 16) Deep in this room is an idol of a Nightmare (Hades' | ||
| + | reared for the attack. | ||
| + | a 6d6 //Chain Lightning// will be set off and aimed initially | ||
| + | at the person who touched the idol. If the idol | ||
| + | is touched a second time, a **Nightmare** (hp 45) will | ||
| + | phase in and attack the toucher. | ||
| + | a third time, a set of //Bracers of Defense: AC 2// will | ||
| + | be given to the toucher: permanently affixing themselves to | ||
| + | the person' | ||
| + | |||
| + | 17) Set into the wall of this room is a carving of the | ||
| + | head of a Medusa. | ||
| + | the room must save vs. petrification or be turned to stone. | ||
| + | At this point, the head will vanish revealing a hexagonal | ||
| + | hole as before. | ||
| + | here, the secret door into (19) will open. | ||
| + | |||
| + | 18) In here are 2 **Hydra** (HD 8,9: hp 64 and 72, Dam d8 per head) | ||
| + | guarding an empty room. | ||
| + | |||
| + | 19) This is the last room. In here is a well which seems | ||
| + | to be very deep. In fact, it is a portal to the | ||
| + | surface where the summoner will show herself again | ||
| + | and say "You have proven yourselves worthy in combat. | ||
| + | Great enough that you could destroy the demon whom | ||
| + | I am unable to affect. | ||
| + | you heroes." | ||
| + | an //Iron Flash// a **Goristro** (AC -2, MV15", HD20+10, #AT2&1, | ||
| + | D2d10+10(x2) & 5d8, MR60%, Int Low, CE, hp 213, 23' tall, | ||
| + | +2 weapon to hit, Detect illusion & invisibility, | ||
| + | levitation, spider climb, Tport (no error) (1/day), regenerate @ 1/T, | ||
| + | immune to cold, fire, poison & poison gas). She feels | ||
| + | that since the party made it through her dungeon that | ||
| + | they should be able to defeat the demon. | ||
| + | a bit wacko sometimes). | ||
| + | |||
| + | Note: If the party makes an effort to leave immediately, | ||
| + | the demon will ignore them and trod off somewhere | ||
| + | else. | ||
| - | [[start|Back to start page]] | + | \\ (< |
micronaut_summoning.1209331914.txt.gz · Last modified: (external edit)
